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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/GeomUtils/GuContactBuffer.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef GU_CONTACTBUFFER_H
+#define GU_CONTACTBUFFER_H
+
+#include "PxPhysXConfig.h"
+#include "PxContact.h"
+#include "GuContactPoint.h"
+
+namespace physx
+{
+namespace Gu
+{
+
+ struct NarrowPhaseParams
+ {
+ PX_FORCE_INLINE NarrowPhaseParams(PxReal contactDistance, PxReal meshContactMargin, PxReal toleranceLength) :
+ mContactDistance(contactDistance),
+ mMeshContactMargin(meshContactMargin),
+ mToleranceLength(toleranceLength) {}
+
+ PxReal mContactDistance;
+ PxReal mMeshContactMargin; // PT: Margin used to generate mesh contacts. Temp & unclear, should be removed once GJK is default path.
+ PxReal mToleranceLength; // PT: copy of PxTolerancesScale::length
+ };
+
+//sizeof(SavedContactData)/sizeof(PxU32) = 17, 1088/17 = 64 triangles in the local array
+#define LOCAL_CONTACTS_SIZE 1088
+
+class ContactBuffer
+{
+public:
+
+ static const PxU32 MAX_CONTACTS = 64;
+
+ Gu::ContactPoint contacts[MAX_CONTACTS];
+ PxU32 count;
+ PxU32 pad;
+
+ PX_FORCE_INLINE void reset()
+ {
+ count = 0;
+ }
+
+ PX_FORCE_INLINE bool contact(const PxVec3& worldPoint,
+ const PxVec3& worldNormalIn,
+ PxReal separation,
+ PxU32 faceIndex1 = PXC_CONTACT_NO_FACE_INDEX
+ )
+ {
+ PX_ASSERT(PxAbs(worldNormalIn.magnitude()-1)<1e-3f);
+
+ if(count>=MAX_CONTACTS)
+ return false;
+
+ Gu::ContactPoint& p = contacts[count++];
+ p.normal = worldNormalIn;
+ p.point = worldPoint;
+ p.separation = separation;
+ p.internalFaceIndex1= faceIndex1;
+ return true;
+ }
+
+ PX_FORCE_INLINE bool contact(const PxVec3& worldPoint,
+ const PxVec3& worldNormalIn,
+ PxReal separation,
+ PxU16 internalUsage,
+ PxU32 faceIndex1 = PXC_CONTACT_NO_FACE_INDEX
+ )
+ {
+ PX_ASSERT(PxAbs(worldNormalIn.magnitude() - 1)<1e-3f);
+
+ if (count >= MAX_CONTACTS)
+ return false;
+
+ Gu::ContactPoint& p = contacts[count++];
+ p.normal = worldNormalIn;
+ p.point = worldPoint;
+ p.separation = separation;
+ p.internalFaceIndex1 = faceIndex1;
+ p.forInternalUse = internalUsage;
+ return true;
+ }
+
+ PX_FORCE_INLINE bool contact(const Gu::ContactPoint & pt)
+ {
+ if(count>=MAX_CONTACTS)
+ return false;
+ contacts[count++] = pt;
+ return true;
+ }
+
+ PX_FORCE_INLINE Gu::ContactPoint* contact()
+ {
+ if(count>=MAX_CONTACTS)
+ return NULL;
+ return &contacts[count++];
+ }
+};
+
+}
+}
+
+#endif