// // 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. #ifndef PX_PHYSICS_CLOTHSHAPE #define PX_PHYSICS_CLOTHSHAPE #include "CmPhysXCommon.h" #include "PxPhysXConfig.h" #if PX_USE_CLOTH_API #include "ScElementSim.h" #include "ScClothCore.h" namespace physx { namespace Sc { /** A collision detection primitive for cloth. */ class ClothShape : public ElementSim { ClothShape &operator=(const ClothShape &); public: ClothShape(ClothSim& cloth); ~ClothShape(); // ElementSim implementation virtual void getFilterInfo(PxFilterObjectAttributes& filterAttr, PxFilterData& filterData) const; // ~ElementSim public: PX_INLINE PxBounds3 getWorldBounds() const { return mClothCore.getWorldBounds(); } PX_INLINE ClothSim& getClothSim() const { return *mClothCore.getSim(); } void updateBoundsInAABBMgr(); void createLowLevelVolume(); void destroyLowLevelVolume(); private: ClothCore& mClothCore; bool mHasCollision; }; } // namespace Sc } #endif // PX_USE_CLOTH_API #endif