// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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(); 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 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; }