// 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) 2008-2017 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; }