// 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 "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()); addToAABBMgr(0, Bp::FilterGroup::eCLOTH_NO_PARTICLE_INTERACTION, false); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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