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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) 2008-2017 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  
      

#ifndef PX_PHYSICS_SCP_ITERATOR
#define PX_PHYSICS_SCP_ITERATOR

#include "foundation/PxVec3.h"
#include "PxContact.h"

namespace physx
{
class PxShape;
class PxsContactManagerOutputIterator;

namespace Sc
{
	class ShapeSim;
	class Interaction;
	
	struct Contact
	{
		Contact() 
			: normal(0.0f)
			, point(0.0f)
			, separation(0.0f)
			, normalForce(0.0f)
		{}

		PxVec3 normal;
		PxVec3 point;
		PxShape* shape0;
		PxShape* shape1;
		PxReal separation;
		PxReal normalForce;
		PxU32 faceIndex0;  // these are the external indices
		PxU32 faceIndex1;
		bool normalForceAvailable;
	};

	class ContactIterator
	{
		public:		

			class Pair
			{
			public:
				Pair() : mIter(NULL, NULL, NULL, 0, 0) {}
				Pair(const void*& contactPatches, const void*& contactPoints, const PxU32 /*contactDataSize*/, const PxReal*& forces, PxU32 numContacts, PxU32 numPatches, ShapeSim& shape0, ShapeSim& shape1);
				Contact* getNextContact();

			private:
				PxU32						mIndex;
				PxU32						mNumContacts;
				PxContactStreamIterator		mIter;
				const PxReal*				mForces;
				Contact						mCurrentContact;
				ShapeSim*					mShape0;
				ShapeSim*					mShape1;
			};

			ContactIterator() {}
			explicit ContactIterator(Interaction** first, Interaction** last, PxsContactManagerOutputIterator& outputs): mCurrent(first), mLast(last), mOffset(0), mOutputs(&outputs) {}
			Pair* getNextPair();

		private:
			Interaction**					mCurrent;
			Interaction**					mLast;
			Pair							mCurrentPair;
			PxU32							mOffset;
			PxsContactManagerOutputIterator* mOutputs;

	private:
	};

}  // namespace Sc

}

#endif