// // 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 "ScClothShape.h" #if PX_USE_CLOTH_API #include "ScNPhaseCore.h" #include "ScScene.h" #include "ScClothSim.h" #include "PxsContext.h" #include "BpSimpleAABBManager.h" #include "ScSqBoundsManager.h" using namespace physx; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Sc::ClothShape::ClothShape(ClothSim& cloth) : ElementSim(cloth, ElementType::eCLOTH), mClothCore(cloth.getCore()), mHasCollision(mClothCore.getClothFlags() & PxClothFlag::eSCENE_COLLISION) { if (mHasCollision) createLowLevelVolume(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Sc::ClothShape::~ClothShape() { if (isInBroadPhase()) destroyLowLevelVolume(); PX_ASSERT(!isInBroadPhase()); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Sc::ClothShape::getFilterInfo(PxFilterObjectAttributes& filterAttr, PxFilterData& filterData) const { filterAttr = 0; ElementSim::setFilterObjectAttributeType(filterAttr, PxFilterObjectType::eCLOTH); filterData = mClothCore.getSimulationFilterData(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Sc::ClothShape::updateBoundsInAABBMgr() { if(~mClothCore.getClothFlags() & PxClothFlag::eSCENE_COLLISION) { if(mHasCollision) { destroyLowLevelVolume(); mHasCollision = false; } return; } if(!mHasCollision) { createLowLevelVolume(); mHasCollision = true; } Scene& scene = getScene(); PxBounds3 worldBounds = mClothCore.getWorldBounds(); worldBounds.fattenSafe(mClothCore.getContactOffset()); // fatten for fast moving colliders scene.getBoundsArray().setBounds(worldBounds, getElementID()); scene.getAABBManager()->getChangedAABBMgActorHandleMap().growAndSet(getElementID()); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Sc::ClothShape::createLowLevelVolume() { PX_ASSERT(getWorldBounds().isFinite()); getScene().getBoundsArray().setBounds(getWorldBounds(), getElementID()); #ifdef BP_FILTERING_USES_TYPE_IN_GROUP const PxU32 group = Bp::FilterGroup::eCLOTH_NO_PARTICLE_INTERACTION; const PxU32 type = Bp::FilterType::DYNAMIC; addToAABBMgr(0, Bp::FilterGroup::Enum((group<<2)|type), false); #else addToAABBMgr(0, Bp::FilterGroup::eCLOTH_NO_PARTICLE_INTERACTION, false); #endif } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Sc::ClothShape::destroyLowLevelVolume() { if (!isInBroadPhase()) return; Sc::Scene& scene = getScene(); PxsContactManagerOutputIterator outputs = scene.getLowLevelContext()->getNphaseImplementationContext()->getContactManagerOutputs(); scene.getNPhaseCore()->onVolumeRemoved(this, 0, outputs, scene.getPublicFlags() & PxSceneFlag::eADAPTIVE_FORCE); removeFromAABBMgr(); } #endif // PX_USE_CLOTH_API