6e8fbca745
match the genesis editor version 1.3.0.653.
173 lines
4.6 KiB
C++
173 lines
4.6 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_COLLISION_NXHEIGHTFIELDFLAG
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#define PX_COLLISION_NXHEIGHTFIELDFLAG
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/** \addtogroup geomutils
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@{
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*/
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#include "foundation/PxFlags.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief Describes the format of height field samples.
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@see PxHeightFieldDesc.format PxHeightFieldDesc.samples
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*/
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struct PxHeightFieldFormat
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{
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enum Enum
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{
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/**
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\brief Height field height data is 16 bit signed integers, followed by triangle materials.
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Each sample is 32 bits wide arranged as follows:
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\image html heightFieldFormat_S16_TM.png
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1) First there is a 16 bit height value.
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2) Next, two one byte material indices, with the high bit of each byte reserved for special use.
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(so the material index is only 7 bits).
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The high bit of material0 is the tess-flag.
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The high bit of material1 is reserved for future use.
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There are zero or more unused bytes before the next sample depending on PxHeightFieldDesc.sampleStride,
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where the application may eventually keep its own data.
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This is the only format supported at the moment.
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@see PxHeightFieldDesc.format PxHeightFieldDesc.samples
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*/
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eS16_TM = (1 << 0),
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};
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};
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/**
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\brief Determines the tessellation of height field cells.
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@see PxHeightFieldDesc.format PxHeightFieldDesc.samples
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*/
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struct PxHeightFieldTessFlag
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{
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enum Enum
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{
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/**
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\brief This flag determines which way each quad cell is subdivided.
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The flag lowered indicates subdivision like this: (the 0th vertex is referenced by only one triangle)
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\image html heightfieldTriMat2.PNG
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<pre>
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+--+--+--+---> column
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| /| /| /|
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|/ |/ |/ |
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+--+--+--+
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| /| /| /|
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|/ |/ |/ |
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+--+--+--+
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V row
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</pre>
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The flag raised indicates subdivision like this: (the 0th vertex is shared by two triangles)
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\image html heightfieldTriMat1.PNG
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<pre>
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+--+--+--+---> column
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|\ |\ |\ |
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| \| \| \|
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+--+--+--+
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|\ |\ |\ |
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| \| \| \|
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+--+--+--+
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V row
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</pre>
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<b>Platform:</b>
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\li PC SW: Yes
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\li PS3 : Yes
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\li XB360: Yes
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\li WII : Yes
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@see PxHeightFieldDesc.format PxHeightFieldDesc.samples
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*/
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e0TH_VERTEX_SHARED = (1 << 0)
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};
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};
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/**
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\brief Enum with flag values to be used in PxHeightFieldDesc.flags.
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*/
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struct PxHeightFieldFlag
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{
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enum Enum
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{
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/**
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\brief Disable collisions with height field with boundary edges.
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Raise this flag if several terrain patches are going to be placed adjacent to each other,
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to avoid a bump when sliding across.
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This flag is ignored in contact generation with sphere and capsule shapes.
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@see PxHeightFieldDesc.flags
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*/
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eNO_BOUNDARY_EDGES = (1 << 0),
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};
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};
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/**
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\brief collection of set bits defined in PxHeightFieldFlag.
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@see PxHeightFieldFlag
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*/
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#if defined(PX_WINDOWS)
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template class PxFlags<PxHeightFieldFlag::Enum,PxU16>; // needed for dll export
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#endif
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typedef PxFlags<PxHeightFieldFlag::Enum,PxU16> PxHeightFieldFlags;
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PX_FLAGS_OPERATORS(PxHeightFieldFlag::Enum,PxU16);
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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