// // 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 "gpu/PtRigidBodyAccessGpu.h" #if PX_USE_PARTICLE_SYSTEM_API #if PX_SUPPORT_GPU_PHYSX #include "PxvGeometry.h" #include "PxvDynamics.h" #include "PtBodyTransformVault.h" using namespace physx; using namespace Pt; void RigidBodyAccessGpu::copyShapeProperties(ShapeProperties& shapeProperties, const size_t shape, const size_t body) const { const PxsShapeCore* shapeCore = reinterpret_cast(shape); *shapeProperties.geometry = shapeCore->geometry; const PxsRigidCore* rigidCore = reinterpret_cast(body); *shapeProperties.ownerToWorld = rigidCore->body2World; *shapeProperties.shapeToOwner = shapeCore->transform; } void RigidBodyAccessGpu::copyBodyProperties(BodyProperties& bodyProperties, const size_t* bodies, PxU32 numBodies) const { const PxsBodyCore* const* bodyIt = reinterpret_cast(bodies); PxStrideIterator currentTransformIt(bodyProperties.currentTransforms); PxStrideIterator previousTransformIt(bodyProperties.previousTransforms); PxStrideIterator linearVelocityIt(bodyProperties.linearVelocities); PxStrideIterator angularVelocityIt(bodyProperties.angularVelocities); PxStrideIterator body2ActorTransformIt(bodyProperties.body2ActorTransforms); PxStrideIterator bodyHandleIt(bodyProperties.cpuBodyHandle); for(PxU32 i = 0; i < numBodies; ++i) { const PxsBodyCore& body = **bodyIt; *currentTransformIt = body.body2World; const PxTransform* preTransform = mTransformVault.getTransform(body); if(preTransform) { *previousTransformIt = *preTransform; *linearVelocityIt = body.linearVelocity; *angularVelocityIt = body.angularVelocity; *body2ActorTransformIt = body.getBody2Actor(); *bodyHandleIt = (size_t) * bodyIt; } else { PX_ASSERT(0); *previousTransformIt = PxTransform(PxIdentity); *linearVelocityIt = PxVec3(0.f); *angularVelocityIt = PxVec3(0.f); *body2ActorTransformIt = PxTransform(PxIdentity); *bodyHandleIt = 0; } ++bodyIt; ++currentTransformIt; ++previousTransformIt; ++linearVelocityIt; ++angularVelocityIt; ++body2ActorTransformIt; ++bodyHandleIt; } } #endif // PX_SUPPORT_GPU_PHYSX #endif // PX_USE_PARTICLE_SYSTEM_API