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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/Source/GeomUtils/src/pcm/GuPCMContactSphereHeightField.cpp
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]
Diffstat (limited to 'PhysX_3.4/Source/GeomUtils/src/pcm/GuPCMContactSphereHeightField.cpp')
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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.
+
+#include "GuVecBox.h"
+#include "GuVecShrunkBox.h"
+#include "GuVecConvexHull.h"
+#include "GuVecConvexHullNoScale.h"
+#include "GuVecTriangle.h"
+#include "GuGeometryUnion.h"
+
+#include "GuContactMethodImpl.h"
+#include "PxTriangleMesh.h"
+#include "GuContactBuffer.h"
+#include "GuHeightField.h"
+#include "GuPCMContactConvexCommon.h"
+#include "GuPCMContactMeshCallback.h"
+
+using namespace physx;
+using namespace Gu;
+using namespace physx::shdfnd::aos;
+
+namespace physx
+{
+
+struct PCMSphereVsHeightfieldContactGenerationCallback : PCMHeightfieldContactGenerationCallback<PCMSphereVsHeightfieldContactGenerationCallback>
+{
+
+public:
+ PCMSphereVsMeshContactGeneration mGeneration;
+
+ PCMSphereVsHeightfieldContactGenerationCallback(
+ const Ps::aos::Vec3VArg sphereCenter,
+ const Ps::aos::FloatVArg sphereRadius,
+ const Ps::aos::FloatVArg contactDistance,
+ const Ps::aos::FloatVArg replaceBreakingThreshold,
+
+ const PsTransformV& sphereTransform,
+ const PsTransformV& heightfieldTransform,
+ const PxTransform& heightfieldTransform1,
+ Gu::MultiplePersistentContactManifold& multiManifold,
+ Gu::ContactBuffer& contactBuffer,
+ Gu::HeightFieldUtil& hfUtil
+
+
+ ) :
+ PCMHeightfieldContactGenerationCallback<PCMSphereVsHeightfieldContactGenerationCallback>(hfUtil, heightfieldTransform1),
+ mGeneration(sphereCenter, sphereRadius, contactDistance, replaceBreakingThreshold, sphereTransform, heightfieldTransform, multiManifold, contactBuffer)
+ {
+ }
+
+ template<PxU32 CacheSize>
+ void processTriangleCache(Gu::TriangleCache<CacheSize>& cache)
+ {
+ mGeneration.processTriangleCache<CacheSize, PCMSphereVsMeshContactGeneration>(cache);
+ }
+
+};
+
+
+bool Gu::pcmContactSphereHeightField(GU_CONTACT_METHOD_ARGS)
+{
+ PX_UNUSED(renderOutput);
+
+ const PxSphereGeometry& shapeSphere = shape0.get<const PxSphereGeometry>();
+ const PxHeightFieldGeometryLL& shapeHeight = shape1.get<const PxHeightFieldGeometryLL>();
+
+ Gu::MultiplePersistentContactManifold& multiManifold = cache.getMultipleManifold();
+
+ const QuatV q0 = QuatVLoadA(&transform0.q.x);
+ const Vec3V p0 = V3LoadA(&transform0.p.x);
+
+ const QuatV q1 = QuatVLoadA(&transform1.q.x);
+ const Vec3V p1 = V3LoadA(&transform1.p.x);
+
+ const FloatV sphereRadius = FLoad(shapeSphere.radius);
+ const FloatV contactDist = FLoad(params.mContactDistance);
+
+ const PsTransformV sphereTransform(p0, q0);//sphere transform
+ const PsTransformV heightfieldTransform(p1, q1);//height feild
+ const PsTransformV curTransform = heightfieldTransform.transformInv(sphereTransform);
+
+
+ // We must be in local space to use the cache
+
+ if(multiManifold.invalidate(curTransform, sphereRadius, FLoad(0.02f)))
+ {
+ multiManifold.mNumManifolds = 0;
+ multiManifold.setRelativeTransform(curTransform);
+
+ const FloatV replaceBreakingThreshold = FMul(sphereRadius, FLoad(0.001f));
+ const Gu::HeightField& hf = *static_cast<Gu::HeightField*>(shapeHeight.heightField);
+ Gu::HeightFieldUtil hfUtil(shapeHeight, hf);
+ const PxVec3 sphereCenterShape1Space = transform1.transformInv(transform0.p);
+ const Vec3V sphereCenter = V3LoadU(sphereCenterShape1Space);
+ PxReal inflatedRadius = shapeSphere.radius + params.mContactDistance;
+ PxVec3 inflatedRadiusV(inflatedRadius);
+
+ PxBounds3 bounds(sphereCenterShape1Space - inflatedRadiusV, sphereCenterShape1Space + inflatedRadiusV);
+
+ PCMSphereVsHeightfieldContactGenerationCallback blockCallback(
+ sphereCenter,
+ sphereRadius,
+ contactDist,
+ replaceBreakingThreshold,
+ sphereTransform,
+ heightfieldTransform,
+ transform1,
+ multiManifold,
+ contactBuffer,
+ hfUtil);
+
+ hfUtil.overlapAABBTriangles(transform1, bounds, 0, &blockCallback);
+
+ blockCallback.mGeneration.processContacts(GU_SPHERE_MANIFOLD_CACHE_SIZE, false);
+ }
+ else
+ {
+ const PsMatTransformV aToB(curTransform);
+ const FloatV projectBreakingThreshold = FMul(sphereRadius, FLoad(0.05f));
+ const FloatV refereshDistance = FAdd(sphereRadius, contactDist);
+ multiManifold.refreshManifold(aToB, projectBreakingThreshold, refereshDistance);
+
+ }
+
+ return multiManifold.addManifoldContactsToContactBuffer(contactBuffer, sphereTransform, heightfieldTransform, sphereRadius);
+}
+
+
+}