// 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. #ifndef PX_PHYSICS_SCP_ITERATOR #define PX_PHYSICS_SCP_ITERATOR #include "foundation/PxVec3.h" #include "PxContact.h" namespace physx { class PxShape; class PxsContactManagerOutputIterator; namespace Sc { class ShapeSim; class Interaction; struct Contact { Contact() : normal(0.0f) , point(0.0f) , separation(0.0f) , normalForce(0.0f) {} PxVec3 normal; PxVec3 point; PxShape* shape0; PxShape* shape1; PxReal separation; PxReal normalForce; PxU32 faceIndex0; // these are the external indices PxU32 faceIndex1; bool normalForceAvailable; }; class ContactIterator { public: class Pair { public: Pair() : mIter(NULL, NULL, NULL, 0, 0) {} Pair(const void*& contactPatches, const void*& contactPoints, const PxU32 /*contactDataSize*/, const PxReal*& forces, PxU32 numContacts, PxU32 numPatches, ShapeSim& shape0, ShapeSim& shape1); Contact* getNextContact(); private: PxU32 mIndex; PxU32 mNumContacts; PxContactStreamIterator mIter; const PxReal* mForces; Contact mCurrentContact; ShapeSim* mShape0; ShapeSim* mShape1; }; ContactIterator() {} explicit ContactIterator(Interaction** first, Interaction** last, PxsContactManagerOutputIterator& outputs): mCurrent(first), mLast(last), mOffset(0), mOutputs(&outputs) {} Pair* getNextPair(); private: Interaction** mCurrent; Interaction** mLast; Pair mCurrentPair; PxU32 mOffset; PxsContactManagerOutputIterator* mOutputs; private: }; } // namespace Sc } #endif