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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/LowLevel/common/src/pipeline/PxcMaterialMesh.cpp
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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.
+
+#include "PxTriangleMesh.h"
+#include "PxvGeometry.h"
+#include "PxsMaterialManager.h"
+#include "PxcNpThreadContext.h"
+#include "GuHeightField.h"
+#include "GuTriangleMesh.h"
+
+using namespace physx;
+using namespace Gu;
+
+namespace physx
+{
+ bool PxcGetMaterialShapeMesh(const PxsShapeCore* shape0, const PxsShapeCore* shape1, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo);
+ bool PxcGetMaterialMesh(const PxsShapeCore* shape, const PxU32 index, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo);
+}
+
+bool physx::PxcGetMaterialMesh(const PxsShapeCore* shape, const PxU32 index, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo)
+{
+ PX_ASSERT(index == 1);
+ PX_UNUSED(index);
+ ContactBuffer& contactBuffer = context.mContactBuffer;
+ const PxTriangleMeshGeometryLL& shapeMesh = shape->geometry.get<const PxTriangleMeshGeometryLL>();
+ if(shapeMesh.materials.numIndices <= 1)
+ {
+ for(PxU32 i=0; i< contactBuffer.count; ++i)
+ {
+ (&materialInfo[i].mMaterialIndex0)[index] = shape->materialIndex;
+ }
+ }
+ else
+ {
+ for(PxU32 i=0; i< contactBuffer.count; ++i)
+ {
+
+ Gu::ContactPoint& contact = contactBuffer.contacts[i];
+ const PxU16* eaMaterialIndices = shapeMesh.materialIndices;
+
+ const PxU32 localMaterialIndex = eaMaterialIndices[contact.internalFaceIndex1];//shapeMesh.triangleMesh->getTriangleMaterialIndex(contact.featureIndex1);
+ (&materialInfo[i].mMaterialIndex0)[index] = shapeMesh.materials.indices[localMaterialIndex];
+ }
+ }
+ return true;
+}
+
+bool physx::PxcGetMaterialShapeMesh(const PxsShapeCore* shape0, const PxsShapeCore* shape1, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo)
+{
+
+ ContactBuffer& contactBuffer = context.mContactBuffer;
+ const PxTriangleMeshGeometryLL& shapeMesh = shape1->geometry.get<const PxTriangleMeshGeometryLL>();
+// const Gu::TriangleMesh* meshData = shapeMesh.meshData;
+ if(shapeMesh.materials.numIndices <= 1)
+ {
+ for(PxU32 i=0; i< contactBuffer.count; ++i)
+ {
+ materialInfo[i].mMaterialIndex0 = shape0->materialIndex;
+ materialInfo[i].mMaterialIndex1 = shape1->materialIndex;
+ }
+ }
+ else
+ {
+
+ for(PxU32 i=0; i< contactBuffer.count; ++i)
+ {
+
+ Gu::ContactPoint& contact = contactBuffer.contacts[i];
+ //contact.featureIndex0 = shape0->materialIndex;
+ materialInfo[i].mMaterialIndex0 = shape0->materialIndex;
+ const PxU16* eaMaterialIndices = shapeMesh.materialIndices;
+
+ const PxU32 localMaterialIndex = eaMaterialIndices[contact.internalFaceIndex1];//shapeMesh.triangleMesh->getTriangleMaterialIndex(contact.featureIndex1);
+ //contact.featureIndex1 = shapeMesh.materials.indices[localMaterialIndex];
+ materialInfo[i].mMaterialIndex1 = shapeMesh.materials.indices[localMaterialIndex];
+
+ }
+ }
+
+ return true;
+}