1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
//
// 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 "PxTriangleMesh.h"
#include "PxvGeometry.h"
#include "PxsMaterialManager.h"
#include "PxcNpThreadContext.h"
#include "GuHeightField.h"
#include "GuTriangleMesh.h"
using namespace physx;
using namespace Gu;
namespace physx
{
bool PxcGetMaterialShapeMesh(const PxsShapeCore* shape0, const PxsShapeCore* shape1, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo);
bool PxcGetMaterialMesh(const PxsShapeCore* shape, const PxU32 index, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo);
}
bool physx::PxcGetMaterialMesh(const PxsShapeCore* shape, const PxU32 index, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo)
{
PX_ASSERT(index == 1);
PX_UNUSED(index);
ContactBuffer& contactBuffer = context.mContactBuffer;
const PxTriangleMeshGeometryLL& shapeMesh = shape->geometry.get<const PxTriangleMeshGeometryLL>();
if(shapeMesh.materials.numIndices <= 1)
{
for(PxU32 i=0; i< contactBuffer.count; ++i)
{
(&materialInfo[i].mMaterialIndex0)[index] = shape->materialIndex;
}
}
else
{
for(PxU32 i=0; i< contactBuffer.count; ++i)
{
Gu::ContactPoint& contact = contactBuffer.contacts[i];
const PxU16* eaMaterialIndices = shapeMesh.materialIndices;
const PxU32 localMaterialIndex = eaMaterialIndices[contact.internalFaceIndex1];//shapeMesh.triangleMesh->getTriangleMaterialIndex(contact.featureIndex1);
(&materialInfo[i].mMaterialIndex0)[index] = shapeMesh.materials.indices[localMaterialIndex];
}
}
return true;
}
bool physx::PxcGetMaterialShapeMesh(const PxsShapeCore* shape0, const PxsShapeCore* shape1, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo)
{
ContactBuffer& contactBuffer = context.mContactBuffer;
const PxTriangleMeshGeometryLL& shapeMesh = shape1->geometry.get<const PxTriangleMeshGeometryLL>();
// const Gu::TriangleMesh* meshData = shapeMesh.meshData;
if(shapeMesh.materials.numIndices <= 1)
{
for(PxU32 i=0; i< contactBuffer.count; ++i)
{
materialInfo[i].mMaterialIndex0 = shape0->materialIndex;
materialInfo[i].mMaterialIndex1 = shape1->materialIndex;
}
}
else
{
for(PxU32 i=0; i< contactBuffer.count; ++i)
{
Gu::ContactPoint& contact = contactBuffer.contacts[i];
//contact.featureIndex0 = shape0->materialIndex;
materialInfo[i].mMaterialIndex0 = shape0->materialIndex;
const PxU16* eaMaterialIndices = shapeMesh.materialIndices;
const PxU32 localMaterialIndex = eaMaterialIndices[contact.internalFaceIndex1];//shapeMesh.triangleMesh->getTriangleMaterialIndex(contact.featureIndex1);
//contact.featureIndex1 = shapeMesh.materials.indices[localMaterialIndex];
materialInfo[i].mMaterialIndex1 = shapeMesh.materials.indices[localMaterialIndex];
}
}
return true;
}
|