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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTEXTIMPACTDAMAGEMANAGER_H
#define NVBLASTEXTIMPACTDAMAGEMANAGER_H
#include "PxFiltering.h"
#include "NvPreprocessor.h"
// Forward declarations
namespace physx
{
struct PxContactPair;
struct PxContactPairHeader;
}
namespace Nv
{
namespace Blast
{
// Forward declarations
class ExtPxActor;
class ExtPxManager;
/**
Custom Damage Function
*/
typedef bool(*ExtImpactDamageFunction)(void* data, ExtPxActor* actor, physx::PxShape* shape, physx::PxVec3 worldPos, physx::PxVec3 worldForce);
/**
Impact Damage Manager Settings.
*/
struct ExtImpactSettings
{
bool isSelfCollissionEnabled; //!< family's self collision enabled.
bool shearDamage; //!< use shear damage program (otherwise simple radial damage is used)
float hardness; //!< hardness of material for impact damage. Damage = impulse / hardness . This damage is capped by the material's health.
float damageRadiusMax; //!< the maximum radius in which full damage is applied.
float damageThresholdMin; //!< minimum damage fraction threshold to be applied. Range [0, 1]. For example 0.1 filters all damage below 10% of health.
float damageThresholdMax; //!< maximum damage fraction threshold to be applied. Range [0, 1]. For example 0.8 won't allow more then 80% of health damage to be applied.
float damageFalloffRadiusFactor; //!< damage attenuation radius factor. Given a radius R for full damage, for [R, R * damageFalloffRadiusFactor] radius interval damage attenuates down to zero at the outer radius.
ExtImpactDamageFunction damageFunction; //!< custom damage function, can be nullptr, default internal one will be used in that case.
void* damageFunctionData; //!< data to be passed in custom damage function.
ExtImpactSettings() :
isSelfCollissionEnabled(false),
shearDamage(true),
hardness(10.0f),
damageRadiusMax(2.0f),
damageThresholdMin(0.1f), // to filter small damage events
damageThresholdMax(1.0f),
damageFalloffRadiusFactor(2.0f),
damageFunction(nullptr),
damageFunctionData(nullptr)
{}
};
/**
Impact Damage Manager.
Requires ExtPxManager.
Call onContact from PxSimulationEventCallback onContact to accumulate damage.
Call applyDamage to apply accumulated damage.
*/
class NV_DLL_EXPORT ExtImpactDamageManager
{
public:
//////// manager creation ////////
/**
Create a new ExtImpactDamageManager.
\param[in] pxManager The ExtPxManager instance to be used by impact damage manager.
\param[in] settings The settings to be set on ExtImpactDamageManager.
\return the new ExtImpactDamageManager if successful, NULL otherwise.
*/
static ExtImpactDamageManager* create(ExtPxManager* pxManager, ExtImpactSettings settings = ExtImpactSettings());
/**
Release this manager.
*/
virtual void release() = 0;
//////// interface ////////
/**
Set ExtImpactDamageManager settings.
\param[in] settings The settings to be set on ExtImpactDamageManager.
*/
virtual void setSettings(const ExtImpactSettings& settings) = 0;
/**
This method is equal to PxSimulationEventCallback::onContact.
User should implement own PxSimulationEventCallback onContact and call this method in order ExtImpactDamageManager to work correctly.
Contacts will be processed and impact damage will be accumulated.
\param[in] pairHeader Information on the two actors whose shapes triggered a contact report.
\param[in] pairs The contact pairs of two actors for which contact reports have been requested. @see PxContactPair.
\param[in] nbPairs The number of provided contact pairs.
@see PxSimulationEventCallback
*/
virtual void onContact(const physx::PxContactPairHeader& pairHeader, const physx::PxContactPair* pairs, uint32_t nbPairs) = 0;
/**
Apply accumulated impact damage.
*/
virtual void applyDamage() = 0;
//////// filter shader ////////
/**
Custom implementation of PxSimulationFilterShader, enables necessary information to be passed in onContact().
Set it in your PxScene PxSceneDesc in order to impact damage to work correctly or implement your own.
@see PxSimulationFilterShader
*/
static physx::PxFilterFlags FilterShader(
physx::PxFilterObjectAttributes attributes0,
physx::PxFilterData filterData0,
physx::PxFilterObjectAttributes attributes1,
physx::PxFilterData filterData1,
physx::PxPairFlags& pairFlags,
const void* constantBlock,
uint32_t constantBlockSize);
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTEXTIMPACTDAMAGEMANAGER_H
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