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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/PhysXExtensions/src/ExtTriangleMeshExt.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/PhysXExtensions/src/ExtTriangleMeshExt.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 "PxTriangleMeshExt.h"
+#include "PxMeshQuery.h"
+#include "PxGeometryQuery.h"
+#include "PxTriangleMeshGeometry.h"
+#include "PxHeightFieldGeometry.h"
+#include "PxTriangleMesh.h"
+#include "PsAllocator.h"
+
+using namespace physx;
+
+PxMeshOverlapUtil::PxMeshOverlapUtil() : mResultsMemory(mResults), mNbResults(0), mMaxNbResults(256)
+{
+}
+
+PxMeshOverlapUtil::~PxMeshOverlapUtil()
+{
+ if(mResultsMemory != mResults)
+ PX_FREE(mResultsMemory);
+}
+
+PxU32 PxMeshOverlapUtil::findOverlap(const PxGeometry& geom, const PxTransform& geomPose, const PxTriangleMeshGeometry& meshGeom, const PxTransform& meshPose)
+{
+ bool overflow;
+ PxU32 nbTouchedTris = PxMeshQuery::findOverlapTriangleMesh(geom, geomPose, meshGeom, meshPose, mResultsMemory, mMaxNbResults, 0, overflow);
+
+ if(overflow)
+ {
+ const PxU32 maxNbTris = meshGeom.triangleMesh->getNbTriangles();
+ if(!maxNbTris)
+ {
+ mNbResults = 0;
+ return 0;
+ }
+
+ if(mMaxNbResults<maxNbTris)
+ {
+ if(mResultsMemory != mResults)
+ PX_FREE(mResultsMemory);
+
+ mResultsMemory = reinterpret_cast<PxU32*>(PX_ALLOC(sizeof(PxU32)*maxNbTris, "PxMeshOverlapUtil::findOverlap"));
+ mMaxNbResults = maxNbTris;
+ }
+ nbTouchedTris = PxMeshQuery::findOverlapTriangleMesh(geom, geomPose, meshGeom, meshPose, mResultsMemory, mMaxNbResults, 0, overflow);
+ PX_ASSERT(nbTouchedTris);
+ PX_ASSERT(!overflow);
+ }
+ mNbResults = nbTouchedTris;
+ return nbTouchedTris;
+}
+
+PxU32 PxMeshOverlapUtil::findOverlap(const PxGeometry& geom, const PxTransform& geomPose, const PxHeightFieldGeometry& hfGeom, const PxTransform& hfPose)
+{
+ bool overflow = true;
+ PxU32 nbTouchedTris = 0;
+ do
+ {
+ nbTouchedTris = PxMeshQuery::findOverlapHeightField(geom, geomPose, hfGeom, hfPose, mResultsMemory, mMaxNbResults, 0, overflow);
+ if(overflow)
+ {
+ const PxU32 maxNbTris = mMaxNbResults * 2;
+
+ if(mResultsMemory != mResults)
+ PX_FREE(mResultsMemory);
+
+ mResultsMemory = reinterpret_cast<PxU32*>(PX_ALLOC(sizeof(PxU32)*maxNbTris, "PxMeshOverlapUtil::findOverlap"));
+ mMaxNbResults = maxNbTris;
+ }
+ }while(overflow);
+
+ mNbResults = nbTouchedTris;
+ return nbTouchedTris;
+}
+namespace
+{
+template<typename MeshGeometry>
+bool computeMeshPenetrationT(PxVec3& direction,
+ PxReal& depth,
+ const PxGeometry& geom,
+ const PxTransform& geomPose,
+ const MeshGeometry& meshGeom,
+ const PxTransform& meshPose,
+ PxU32 maxIter,
+ PxU32* nbIterOut)
+{
+ PxU32 nbIter = 0;
+ PxTransform pose = geomPose;
+ for (; nbIter < maxIter; nbIter++)
+ {
+ PxVec3 currentDir;
+ PxF32 currentDepth;
+
+ if (!PxGeometryQuery::computePenetration(currentDir, currentDepth, geom, pose, meshGeom, meshPose))
+ break;
+
+ pose.p += currentDir * currentDepth;
+ }
+
+ if(nbIterOut)
+ *nbIterOut = nbIter;
+
+ PxVec3 diff = pose.p - geomPose.p;
+ depth = diff.magnitude();
+
+ if (depth>0)
+ direction = diff / depth;
+
+ return nbIter!=0;
+}
+}
+
+bool physx::PxComputeTriangleMeshPenetration(PxVec3& direction,
+ PxReal& depth,
+ const PxGeometry& geom,
+ const PxTransform& geomPose,
+ const PxTriangleMeshGeometry& meshGeom,
+ const PxTransform& meshPose,
+ PxU32 maxIter,
+ PxU32* nbIter)
+{
+ return computeMeshPenetrationT(direction, depth, geom, geomPose, meshGeom, meshPose, maxIter, nbIter);
+}
+
+
+PxVec3 physx::PxComputeMeshPenetration(PxU32 maxIter, const PxGeometry& geom, const PxTransform& geomPose, const PxTriangleMeshGeometry& meshGeom, const PxTransform& meshPose, PxU32& nb)
+{
+ PxVec3 direction;
+ PxReal depth;
+ computeMeshPenetrationT(direction, depth, geom, geomPose, meshGeom, meshPose, maxIter, &nb);
+ return direction * depth;
+}
+
+
+bool physx::PxComputeHeightFieldPenetration(PxVec3& direction,
+ PxReal& depth,
+ const PxGeometry& geom,
+ const PxTransform& geomPose,
+ const PxHeightFieldGeometry& hfGeom,
+ const PxTransform& meshPose,
+ PxU32 maxIter,
+ PxU32* nbIter)
+{
+ return computeMeshPenetrationT(direction, depth, geom, geomPose, hfGeom, meshPose, maxIter, nbIter);
+}
+
+
+PxVec3 physx::PxComputeHeightFieldPenetration(PxU32 maxIter, const PxGeometry& geom, const PxTransform& geomPose, const PxHeightFieldGeometry& meshGeom, const PxTransform& meshPose, PxU32& nb)
+{
+ PxVec3 direction;
+ PxReal depth;
+ computeMeshPenetrationT(direction, depth, geom, geomPose, meshGeom, meshPose, maxIter, &nb);
+ return direction * depth;
+}
+