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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) 2008-2016 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 "PxsMaterialCombiner.h"
#include "PsMathUtils.h"
#include "CmPhysXCommon.h"
#include "PsFoundation.h"
namespace physx
{
PxsMaterialCombiner::PxsMaterialCombiner(PxReal staticFrictionScaling, PxReal dynamicFrictionScaling)
: mStaticFrictionScaling(staticFrictionScaling), mDynamicFrictionScaling(dynamicFrictionScaling)
{}
PxReal PxsMaterialCombiner::combineRestitution(const PxsMaterialData& mat0, const PxsMaterialData& mat1)
{
/*return combineScalars(mat0.restitution, mat1.restitution, PxMax(mat0.restitutionCombineMode, mat1.restitutionCombineMode));*/
return combineScalars(mat0.restitution, mat1.restitution, PxMax(mat0.getRestitutionCombineMode(), mat1.getRestitutionCombineMode()));
}
PxsMaterialCombiner::PxsCombinedMaterial PxsMaterialCombiner::combineIsotropicFriction(const PxsMaterialData& mat0, const PxsMaterialData& mat1)
{
PxsCombinedMaterial dest;
dest.flags = (mat0.flags | mat1.flags); //& (PxMaterialFlag::eDISABLE_STRONG_FRICTION|PxMaterialFlag::eDISABLE_FRICTION); //eventually set DisStrongFric flag, lower all others.
if (!(dest.flags & PxMaterialFlag::eDISABLE_FRICTION))
{
const PxI32 fictionCombineMode = PxMax(mat0.getFrictionCombineMode(), mat1.getFrictionCombineMode());
PxReal dynFriction = 0.f;
PxReal staFriction = 0.f;
switch (fictionCombineMode)
{
case PxCombineMode::eAVERAGE:
dynFriction = 0.5f * (mat0.dynamicFriction + mat1.dynamicFriction);
staFriction = 0.5f * (mat0.staticFriction + mat1.staticFriction);
break;
case PxCombineMode::eMIN:
dynFriction = PxMin(mat0.dynamicFriction, mat1.dynamicFriction);
staFriction = PxMin(mat0.staticFriction, mat1.staticFriction);
break;
case PxCombineMode::eMULTIPLY:
dynFriction = (mat0.dynamicFriction * mat1.dynamicFriction);
staFriction = (mat0.staticFriction * mat1.staticFriction);
break;
case PxCombineMode::eMAX:
dynFriction = PxMax(mat0.dynamicFriction, mat1.dynamicFriction);
staFriction = PxMax(mat0.staticFriction, mat1.staticFriction);
break;
}
dynFriction*=mDynamicFrictionScaling;
staFriction*=mStaticFrictionScaling;
//isotropic case
const PxReal fDynFriction = PxMax(dynFriction, 0.f);
const PxReal fStaFriction = physx::intrinsics::fsel(staFriction - fDynFriction, staFriction, fDynFriction);
dest.dynFriction = fDynFriction;
dest.staFriction = fStaFriction;
}
else
{
dest.flags |= PxMaterialFlag::eDISABLE_STRONG_FRICTION;
dest.staFriction = 0.0f;
dest.dynFriction = 0.0f;
}
return dest;
}
}
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