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All rights reserved. #include "GuVecTriangle.h" #include "GuGeometryUnion.h" #include "GuContactMethodImpl.h" #include "GuConvexUtilsInternal.h" #include "PxTriangleMesh.h" #include "GuContactBuffer.h" #include "GuTriangleCache.h" #include "GuPCMContactConvexCommon.h" #include "GuHeightFieldUtil.h" #include "GuPCMContactMeshCallback.h" #include "GuBox.h" using namespace physx; using namespace Gu; using namespace physx::shdfnd::aos; namespace physx { struct PCMSphereVsMeshContactGenerationCallback : PCMMeshContactGenerationCallback< PCMSphereVsMeshContactGenerationCallback > { public: PCMSphereVsMeshContactGeneration mGeneration; PCMSphereVsMeshContactGenerationCallback( const Ps::aos::Vec3VArg sphereCenter, const Ps::aos::FloatVArg sphereRadius, const Ps::aos::FloatVArg contactDist, const Ps::aos::FloatVArg replaceBreakingThreshold, const PsTransformV& sphereTransform, const PsTransformV& meshTransform, MultiplePersistentContactManifold& multiManifold, ContactBuffer& contactBuffer, const PxU8* extraTriData, const Cm::FastVertex2ShapeScaling& meshScaling, bool idtMeshScale, Ps::InlineArray* deferredContacts, Cm::RenderOutput* renderOutput = NULL ) : PCMMeshContactGenerationCallback(meshScaling, extraTriData, idtMeshScale), mGeneration(sphereCenter, sphereRadius, contactDist, replaceBreakingThreshold, sphereTransform, meshTransform, multiManifold, contactBuffer, deferredContacts, renderOutput) { } PX_FORCE_INLINE bool doTest(const PxVec3&, const PxVec3&, const PxVec3&) { return true; } template void processTriangleCache(TriangleCache& cache) { mGeneration.processTriangleCache(cache); } }; bool Gu::pcmContactSphereMesh(GU_CONTACT_METHOD_ARGS) { PX_UNUSED(renderOutput); using namespace Ps::aos; MultiplePersistentContactManifold& multiManifold = cache.getMultipleManifold(); const PxSphereGeometry& shapeSphere = shape0.get(); const PxTriangleMeshGeometryLL& shapeMesh = shape1.get(); 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 meshTransform(p1, q1);//triangleMesh const PsTransformV curTransform = meshTransform.transformInv(sphereTransform); // We must be in local space to use the cache if(multiManifold.invalidate(curTransform, sphereRadius, FLoad(0.02f))) { const FloatV replaceBreakingThreshold = FMul(sphereRadius, FLoad(0.001f)); const PxVec3 sphereCenterShape1Space = transform1.transformInv(transform0.p); PxReal inflatedRadius = shapeSphere.radius + params.mContactDistance; const Vec3V sphereCenter = V3LoadU(sphereCenterShape1Space); const TriangleMesh* meshData = shapeMesh.meshData; Cm::FastVertex2ShapeScaling meshScaling; // PT: TODO: get rid of default ctor :( const bool idtMeshScale = shapeMesh.scale.isIdentity(); if(!idtMeshScale) meshScaling.init(shapeMesh.scale); multiManifold.mNumManifolds = 0; multiManifold.setRelativeTransform(curTransform); Ps::InlineArray delayedContacts; const PxU8* PX_RESTRICT extraData = meshData->getExtraTrigData(); // mesh scale is not baked into cached verts PCMSphereVsMeshContactGenerationCallback callback( sphereCenter, sphereRadius, contactDist, replaceBreakingThreshold, sphereTransform, meshTransform, multiManifold, contactBuffer, extraData, meshScaling, idtMeshScale, &delayedContacts, renderOutput); PxVec3 obbCenter = sphereCenterShape1Space; PxVec3 obbExtents = PxVec3(inflatedRadius); PxMat33 obbRot(PxIdentity); if(!idtMeshScale) meshScaling.transformQueryBounds(obbCenter, obbExtents, obbRot); const Box obb(obbCenter, obbExtents, obbRot); Midphase::intersectOBB(meshData, obb, callback, true); callback.flushCache(); callback.mGeneration.generateLastContacts(); callback.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); } //multiManifold.drawManifold(*gRenderOutPut, sphereTransform, meshTransform); return multiManifold.addManifoldContactsToContactBuffer(contactBuffer, sphereTransform, meshTransform, sphereRadius); } }