// // 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 "ScIterators.h" #include "ScBodySim.h" #include "ScShapeSim.h" #include "ScShapeInteraction.h" using namespace physx; /////////////////////////////////////////////////////////////////////////////// Sc::ContactIterator::Pair::Pair(const void*& contactPatches, const void*& contactPoints, PxU32 /*contactDataSize*/, const PxReal*& forces, PxU32 numContacts, PxU32 numPatches, ShapeSim& shape0, ShapeSim& shape1) : mIndex(0) , mNumContacts(numContacts) , mIter(reinterpret_cast(contactPatches), reinterpret_cast(contactPoints), reinterpret_cast(forces + numContacts), numPatches, numContacts) , mForces(forces) { mCurrentContact.shape0 = shape0.getPxShape(); mCurrentContact.shape1 = shape1.getPxShape(); mCurrentContact.normalForceAvailable = (forces != NULL); } Sc::ContactIterator::Pair* Sc::ContactIterator::getNextPair() { if(mCurrent < mLast) { ShapeInteraction* si = static_cast(*mCurrent); const void* contactPatches = NULL; const void* contactPoints = NULL; PxU32 contactDataSize = 0; const PxReal* forces = NULL; PxU32 numContacts = 0; PxU32 numPatches = 0; PxU32 nextOffset = si->getContactPointData(contactPatches, contactPoints, contactDataSize, numContacts, numPatches, forces, mOffset, *mOutputs); if (nextOffset == mOffset) ++mCurrent; else mOffset = nextOffset; mCurrentPair = Pair(contactPatches, contactPoints, contactDataSize, forces, numContacts, numPatches, si->getShape0(), si->getShape1()); return &mCurrentPair; } else return NULL; } Sc::Contact* Sc::ContactIterator::Pair::getNextContact() { if(mIndex < mNumContacts) { if(!mIter.hasNextContact()) { if(!mIter.hasNextPatch()) return NULL; mIter.nextPatch(); } PX_ASSERT(mIter.hasNextContact()); mIter.nextContact(); mCurrentContact.normal = mIter.getContactNormal(); mCurrentContact.point = mIter.getContactPoint(); mCurrentContact.separation = mIter.getSeparation(); mCurrentContact.normalForce = mForces ? mForces[mIndex] : 0; mCurrentContact.faceIndex0 = mIter.getFaceIndex0(); mCurrentContact.faceIndex1 = mIter.getFaceIndex1(); mIndex++; return &mCurrentContact; } return NULL; } ///////////////////////////////////////////////////////////////////////////////