// 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 "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