265 lines
7.6 KiB
C++
265 lines
7.6 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_PHYSICS_EXTENSIONS_DEFAULTSIMULATIONFILTERSHADER_H
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#define PX_PHYSICS_EXTENSIONS_DEFAULTSIMULATIONFILTERSHADER_H
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/** \addtogroup extensions
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@{
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*/
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#include "PxPhysX.h"
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#include "PxFiltering.h"
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#include "PxRigidActor.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 64-bit mask used for collision filtering.
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The collision filtering equation for 2 shapes S0 and S1 is:
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<pre> (G0 op0 K0) op2 (G1 op1 K1) == b </pre>
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with
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<ul>
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<li> G0 = PxGroupsMask for shape S0. See PxSetGroupsMask </li>
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<li> G1 = PxGroupsMask for shape S1. See PxSetGroupsMask </li>
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<li> K0 = filtering constant 0. See PxSetFilterConstants </li>
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<li> K1 = filtering constant 1. See PxSetFilterConstants </li>
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<li> b = filtering boolean. See PxSetFilterBool </li>
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<li> op0, op1, op2 = filtering operations. See PxSetFilterOps </li>
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</ul>
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If the filtering equation is true, collision detection is enabled.
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@see PxSetFilterOps()
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*/
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class PxGroupsMask
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{
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public:
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PX_INLINE PxGroupsMask():bits0(0),bits1(0),bits2(0),bits3(0) {}
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PX_INLINE ~PxGroupsMask() {}
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PxU16 bits0, bits1, bits2, bits3;
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};
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/**
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\brief Collision filtering operations.
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@see PxGroupsMask
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*/
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struct PxFilterOp
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{
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enum Enum
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{
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PX_FILTEROP_AND,
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PX_FILTEROP_OR,
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PX_FILTEROP_XOR,
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PX_FILTEROP_NAND,
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PX_FILTEROP_NOR,
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PX_FILTEROP_NXOR,
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//UBISOFT : FILTERING
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PX_FILTEROP_SWAP_AND
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};
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};
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/**
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\brief Implementation of a simple filter shader that emulates PhysX 2.8.x filtering
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This shader provides the following logic:
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\li If one of the two filter objects is a trigger, the pair is acccepted and #PxPairFlag::eTRIGGER_DEFAULT will be used for trigger reports
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\li Else, if the filter mask logic (see further below) discards the pair it will be suppressed (#PxFilterFlag::eSUPPRESS)
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\li Else, the pair gets accepted and collision response gets enabled (#PxPairFlag::eCONTACT_DEFAULT)
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Filter mask logic:
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Given the two #PxFilterData structures fd0 and fd1 of two collision objects, the pair passes the filter if the following
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conditions are met:
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1) Collision groups of the pair are enabled
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2) Collision filtering equation is satisfied
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@see PxSimulationFilterShader
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*/
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PxFilterFlags PxDefaultSimulationFilterShader(
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PxFilterObjectAttributes attributes0,
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PxFilterData filterData0,
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PxFilterObjectAttributes attributes1,
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PxFilterData filterData1,
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PxPairFlags& pairFlags,
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const void* constantBlock,
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PxU32 constantBlockSize);
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/**
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\brief Determines if collision detection is performed between a pair of groups
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\note Collision group is an integer between 0 and 31.
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\param[in] group1 First Group
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\param[in] group2 Second Group
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\return True if the groups could collide
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@see PxSetGroupCollisionFlag
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*/
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bool PxGetGroupCollisionFlag(const PxU16 group1, const PxU16 group2);
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/**
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\brief Specifies if collision should be performed by a pair of shape groups
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\note Collision group is an integer between 0 and 31.
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\param[in] group1 First Group
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\param[in] group2 Second Group
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\param[in] enable True to enable collision between the groups
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@see PxGetGroupCollisionFlag
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*/
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void PxSetGroupCollisionFlag(const PxU16 group1, const PxU16 group2, const bool enable);
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/**
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\brief Retrieves the value set with PxSetGroup()
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\note Collision group is an integer between 0 and 31.
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\param[in] actor Rigid body actor
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\return The collision group this actor belongs to
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@see PxSetGroup
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*/
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PxU16 PxGetGroup(const PxRigidActor& actor);
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/**
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\brief Sets which collision group this actor is part of
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\note Collision group is an integer between 0 and 31.
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\param[in] actor Rigid body actor
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\param[in] collisionGroup Collision group this actor belongs to
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@see PxGetGroup
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*/
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void PxSetGroup(const PxRigidActor& actor, const PxU16 collisionGroup);
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/**
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\brief Retrieves filtering operation. See comments for PxGroupsMask
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\param[out] op0 First filter operator.
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\param[out] op1 Second filter operator.
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\param[out] op2 Third filter operator.
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\return the filter operations requested
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@see PxSetFilterOps PxSetFilterBool PxSetFilterConstants
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*/
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void PxGetFilterOps(PxFilterOp::Enum& op0, PxFilterOp::Enum& op1, PxFilterOp::Enum& op2);
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/**
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\brief Setups filtering operations. See comments for PxGroupsMask
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\param[in] op0 Filter op 0.
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\param[in] op1 Filter op 1.
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\param[in] op2 Filter op 2.
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@see PxSetFilterBool PxSetFilterConstants
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*/
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void PxSetFilterOps(const PxFilterOp::Enum& op0, const PxFilterOp::Enum& op1, const PxFilterOp::Enum& op2);
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/**
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\brief Retrieves filtering's boolean value. See comments for PxGroupsMask
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\return flag Boolean value for filter.
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@see PxSetFilterBool PxSetFilterConstants
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*/
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bool PxGetFilterBool();
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/**
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\brief Setups filtering's boolean value. See comments for PxGroupsMask
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\param[in] enable Boolean value for filter.
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@see PxSetFilterOps PxSsetFilterConstants
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*/
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void PxSetFilterBool(const bool enable);
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/**
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\brief Gets filtering constant K0 and K1. See comments for PxGroupsMask
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\return the filtering constants, as a mask. See #PxGroupsMask.
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@see PxSetFilterOps PxSetFilterBool PxSetFilterConstants
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*/
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void PxGetFilterConstants(PxGroupsMask& c0, PxGroupsMask& c1);
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/**
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\brief Setups filtering's K0 and K1 value. See comments for PxGroupsMask
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\param[in] c0 The new group mask. See #PxGroupsMask.
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\param[in] c1 The new group mask. See #PxGroupsMask.
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@see PxSetFilterOps PxSetFilterBool PxGetFilterConstants
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*/
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void PxSetFilterConstants(const PxGroupsMask& c0, const PxGroupsMask& c1);
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/**
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\brief Gets 64-bit mask used for collision filtering. See comments for PxGroupsMask
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\param[in] actor Rigid body actor
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\return The group mask for the shape.
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@see PxSetGroupsMask()
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*/
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PxGroupsMask PxGetGroupsMask(const PxRigidActor& actor);
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/**
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\brief Sets 64-bit mask used for collision filtering. See comments for PxGroupsMask
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\param[in] actor Rigid body actor
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\param[in] mask The group mask to set for the shape.
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@see PxGetGroupsMask()
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*/
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void PxSetGroupsMask(const PxRigidActor& actor, const PxGroupsMask& mask);
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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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