// 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 "PxsMaterialCombiner.h" #include "PsMathUtils.h" #include "CmPhysXCommon.h" #include "PsFoundation.h" namespace physx { PxsMaterialCombiner::PxsMaterialCombiner(PxReal staticFrictionScaling, PxReal dynamicFrictionScaling) : mStaticFrictionScaling(staticFrictionScaling), mDynamicFrictionScaling(dynamicFrictionScaling) {} PxReal PxsMaterialCombiner::combineRestitution(const PxsMaterialData& mat0, const PxsMaterialData& mat1) { /*return combineScalars(mat0.restitution, mat1.restitution, PxMax(mat0.restitutionCombineMode, mat1.restitutionCombineMode));*/ return combineScalars(mat0.restitution, mat1.restitution, PxMax(mat0.getRestitutionCombineMode(), mat1.getRestitutionCombineMode())); } PxsMaterialCombiner::PxsCombinedMaterial PxsMaterialCombiner::combineIsotropicFriction(const PxsMaterialData& mat0, const PxsMaterialData& mat1) { PxsCombinedMaterial dest; dest.flags = (mat0.flags | mat1.flags); //& (PxMaterialFlag::eDISABLE_STRONG_FRICTION|PxMaterialFlag::eDISABLE_FRICTION); //eventually set DisStrongFric flag, lower all others. if (!(dest.flags & PxMaterialFlag::eDISABLE_FRICTION)) { const PxI32 fictionCombineMode = PxMax(mat0.getFrictionCombineMode(), mat1.getFrictionCombineMode()); PxReal dynFriction = 0.f; PxReal staFriction = 0.f; switch (fictionCombineMode) { case PxCombineMode::eAVERAGE: dynFriction = 0.5f * (mat0.dynamicFriction + mat1.dynamicFriction); staFriction = 0.5f * (mat0.staticFriction + mat1.staticFriction); break; case PxCombineMode::eMIN: dynFriction = PxMin(mat0.dynamicFriction, mat1.dynamicFriction); staFriction = PxMin(mat0.staticFriction, mat1.staticFriction); break; case PxCombineMode::eMULTIPLY: dynFriction = (mat0.dynamicFriction * mat1.dynamicFriction); staFriction = (mat0.staticFriction * mat1.staticFriction); break; case PxCombineMode::eMAX: dynFriction = PxMax(mat0.dynamicFriction, mat1.dynamicFriction); staFriction = PxMax(mat0.staticFriction, mat1.staticFriction); break; } dynFriction*=mDynamicFrictionScaling; staFriction*=mStaticFrictionScaling; //isotropic case const PxReal fDynFriction = PxMax(dynFriction, 0.f); const PxReal fStaFriction = physx::intrinsics::fsel(staFriction - fDynFriction, staFriction, fDynFriction); dest.dynFriction = fDynFriction; dest.staFriction = fStaFriction; } else { dest.flags |= PxMaterialFlag::eDISABLE_STRONG_FRICTION; dest.staFriction = 0.0f; dest.dynFriction = 0.0f; } return dest; } }