diff options
| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/extensions/PxTriangleMeshExt.h | |
| download | physx-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]
Diffstat (limited to 'PhysX_3.4/Include/extensions/PxTriangleMeshExt.h')
| -rw-r--r-- | PhysX_3.4/Include/extensions/PxTriangleMeshExt.h | 253 |
1 files changed, 253 insertions, 0 deletions
diff --git a/PhysX_3.4/Include/extensions/PxTriangleMeshExt.h b/PhysX_3.4/Include/extensions/PxTriangleMeshExt.h new file mode 100644 index 00000000..0db6237c --- /dev/null +++ b/PhysX_3.4/Include/extensions/PxTriangleMeshExt.h @@ -0,0 +1,253 @@ +// 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 PX_PHYSICS_EXTENSIONS_TRIANGLE_MESH_H +#define PX_PHYSICS_EXTENSIONS_TRIANGLE_MESH_H +/** \addtogroup extensions + @{ +*/ + +#include "PxPhysXConfig.h" +#include "common/PxPhysXCommonConfig.h" + +#if !PX_DOXYGEN +namespace physx +{ +#endif + +class PxGeometry; +class PxTriangleMeshGeometry; +class PxHeightFieldGeometry; + + /** + \brief Utility class to find mesh triangles touched by a specified geometry object. + + This class is a helper calling PxMeshQuery::findOverlapTriangleMesh or PxMeshQuery::findOverlapHeightField under the hood, + while taking care of necessary memory management issues. + + PxMeshQuery::findOverlapTriangleMesh and PxMeshQuery::findOverlapHeightField are the "raw" functions operating on user-provided fixed-size + buffers. These functions abort with an error code in case of buffer overflow. PxMeshOverlapUtil is a convenient helper function checking + this error code, and resizing buffers appropriately, until the desired call succeeds. + + Returned triangle indices are stored within the class, and can be used with PxMeshQuery::getTriangle() to retrieve the triangle properties. + */ + class PxMeshOverlapUtil + { + public: + PxMeshOverlapUtil(); + ~PxMeshOverlapUtil(); + /** + \brief Find the mesh triangles which touch the specified geometry object. + + \param[in] geom The geometry object to test for mesh triangle overlaps. Supported geometries are #PxSphereGeometry, #PxCapsuleGeometry and #PxBoxGeometry + \param[in] geomPose Pose of the geometry object + \param[in] meshGeom The triangle mesh geometry to check overlap against + \param[in] meshPose Pose of the triangle mesh + \return Number of overlaps found. Triangle indices can then be accessed through the #getResults() function. + + @see PxGeometry PxTransform PxTriangleMeshGeometry PxMeshQuery::findOverlapTriangleMesh + */ + PxU32 findOverlap(const PxGeometry& geom, const PxTransform& geomPose, const PxTriangleMeshGeometry& meshGeom, const PxTransform& meshPose); + + /** + \brief Find the height field triangles which touch the specified geometry object. + + \param[in] geom The geometry object to test for height field overlaps. Supported geometries are #PxSphereGeometry, #PxCapsuleGeometry and #PxBoxGeometry. The sphere and capsule queries are currently conservative estimates. + \param[in] geomPose Pose of the geometry object + \param[in] hfGeom The height field geometry to check overlap against + \param[in] hfPose Pose of the height field + \return Number of overlaps found. Triangle indices can then be accessed through the #getResults() function. + + @see PxGeometry PxTransform PxHeightFieldGeometry PxMeshQuery::findOverlapHeightField + */ + PxU32 findOverlap(const PxGeometry& geom, const PxTransform& geomPose, const PxHeightFieldGeometry& hfGeom, const PxTransform& hfPose); + + /** + \brief Retrieves array of triangle indices after a findOverlap call. + \return Indices of touched triangles + */ + PX_FORCE_INLINE const PxU32* getResults() const { return mResultsMemory; } + + /** + \brief Retrieves number of triangle indices after a findOverlap call. + \return Number of touched triangles + */ + PX_FORCE_INLINE PxU32 getNbResults() const { return mNbResults; } + + private: + PxU32* mResultsMemory; + PxU32 mResults[256]; + PxU32 mNbResults; + PxU32 mMaxNbResults; + }; + + /** + \brief Computes an approximate minimum translational distance (MTD) between a geometry object and a mesh. + + This iterative function computes an approximate vector that can be used to depenetrate a geom object + from a triangle mesh. Returned depenetration vector should be applied to 'geom', to get out of the mesh. + + The function works best when the amount of overlap between the geom object and the mesh is small. If the + geom object's center goes inside the mesh, backface culling usually kicks in, no overlap is detected, + and the function does not compute an MTD vector. + + The function early exits if no overlap is detected after a depenetration attempt. This means that if + maxIter = N, the code will attempt at most N iterations but it might exit earlier if depenetration has + been successful. Usually N = 4 gives good results. + + \param[in] maxIter Max number of iterations before returning. + \param[in] geom The geometry object + \param[in] geomPose Pose for the geometry object + \param[in] meshGeom The mesh geometry + \param[in] meshPose Pose for the mesh + \param[out] nb Number of depenetrations attempts performed during the call. 0 means no overlap has been detected. + + \return Approximate depenetration vector + + @see PxGeometry PxTransform PxTriangleMeshGeometry + */ + PX_DEPRECATED PxVec3 PxComputeMeshPenetration(PxU32 maxIter, + const PxGeometry& geom, + const PxTransform& geomPose, + const PxTriangleMeshGeometry& meshGeom, + const PxTransform& meshPose, PxU32& nb); + + + /** + \brief Computes an approximate minimum translational distance (MTD) between a geometry object and a mesh. + + This iterative function computes an approximate vector that can be used to depenetrate a geom object + from a triangle mesh. Returned depenetration vector should be applied to 'geom', to get out of the mesh. + + The function works best when the amount of overlap between the geom object and the mesh is small. If the + geom object's center goes inside the mesh, backface culling usually kicks in, no overlap is detected, + and the function does not compute an MTD vector. + + The function early exits if no overlap is detected after a depenetration attempt. This means that if + maxIter = N, the code will attempt at most N iterations but it might exit earlier if depenetration has + been successful. Usually N = 4 gives good results. + + \param[out] direction Computed MTD unit direction + \param[out] depth Penetration depth. Always positive or zero. + \param[in] geom The geometry object + \param[in] geomPose Pose for the geometry object + \param[in] meshGeom The mesh geometry + \param[in] meshPose Pose for the mesh + \param[in] maxIter Max number of iterations before returning. + \param[out] usedIter Number of depenetrations attempts performed during the call. Will not be returned if the pointer is NULL. + + \return True if the MTD has successfully been computed, i.e. if objects do overlap. + + @see PxGeometry PxTransform PxTriangleMeshGeometry + */ + bool PxComputeTriangleMeshPenetration(PxVec3& direction, + PxReal& depth, + const PxGeometry& geom, + const PxTransform& geomPose, + const PxTriangleMeshGeometry& meshGeom, + const PxTransform& meshPose, + PxU32 maxIter, + PxU32* usedIter = NULL); + + /** + \brief Computes an approximate minimum translational distance (MTD) between a geometry object and a heightfield. + + This iterative function computes an approximate vector that can be used to depenetrate a geom object + from a heightfield. Returned depenetration vector should be applied to 'geom', to get out of the heightfield. + + The function works best when the amount of overlap between the geom object and the mesh is small. If the + geom object's center goes inside the heightfield, backface culling usually kicks in, no overlap is detected, + and the function does not compute an MTD vector. + + The function early exits if no overlap is detected after a depenetration attempt. This means that if + maxIter = N, the code will attempt at most N iterations but it might exit earlier if depenetration has + been successful. Usually N = 4 gives good results. + + \param[in] maxIter Max number of iterations before returning. + \param[in] geom The geometry object + \param[in] geomPose Pose for the geometry object + \param[in] heightFieldGeom The heightfield geometry + \param[in] heightFieldPose Pose for the heightfield + \param[out] nb Number of depenetrations attempts performed during the call. 0 means no overlap has been detected. + + \return Approximate depenetration vector + + @see PxGeometry PxTransform PxHeightFieldGeometry + */ + PX_DEPRECATED PxVec3 PxComputeHeightFieldPenetration(PxU32 maxIter, + const PxGeometry& geom, + const PxTransform& geomPose, + const PxHeightFieldGeometry& heightFieldGeom, + const PxTransform& heightFieldPose, + PxU32& nb); + + + /** + \brief Computes an approximate minimum translational distance (MTD) between a geometry object and a heightfield. + + This iterative function computes an approximate vector that can be used to depenetrate a geom object + from a heightfield. Returned depenetration vector should be applied to 'geom', to get out of the heightfield. + + The function works best when the amount of overlap between the geom object and the mesh is small. If the + geom object's center goes inside the heightfield, backface culling usually kicks in, no overlap is detected, + and the function does not compute an MTD vector. + + The function early exits if no overlap is detected after a depenetration attempt. This means that if + maxIter = N, the code will attempt at most N iterations but it might exit earlier if depenetration has + been successful. Usually N = 4 gives good results. + + \param[out] direction Computed MTD unit direction + \param[out] depth Penetration depth. Always positive or zero. + \param[in] geom The geometry object + \param[in] geomPose Pose for the geometry object + \param[in] heightFieldGeom The heightfield geometry + \param[in] heightFieldPose Pose for the heightfield + \param[in] maxIter Max number of iterations before returning. + \param[out] usedIter Number of depenetrations attempts performed during the call. Will not be returned if the pointer is NULL. + + \return True if the MTD has successfully been computed, i.e. if objects do overlap. + + @see PxGeometry PxTransform PxHeightFieldGeometry + */ + bool PxComputeHeightFieldPenetration(PxVec3& direction, + PxReal& depth, + const PxGeometry& geom, + const PxTransform& geomPose, + const PxHeightFieldGeometry& heightFieldGeom, + const PxTransform& heightFieldPose, + PxU32 maxIter, + PxU32* usedIter = NULL); + +#if !PX_DOXYGEN +} // namespace physx +#endif + +/** @} */ +#endif |