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// 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) 2008-2018 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;
}
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