// // 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) 2008-2019 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_RAYCAST_CCD_H #define PX_RAYCAST_CCD_H /** \addtogroup extensions @{ */ #include "common/PxPhysXCommonConfig.h" #include "foundation/PxVec3.h" #if !PX_DOXYGEN namespace physx { #endif class PxScene; class PxShape; class PxRigidDynamic; class RaycastCCDManagerInternal; /** \brief Raycast-CCD manager. Raycast-CCD is a simple and potentially cheaper alternative to the SDK's built-in continuous collision detection algorithm. This implementation has some limitations: - it is only implemented for PxRigidDynamic objects (not for PxArticulationLink) - it is only implemented for simple actors with 1 shape (not for "compounds") Also, since it is raycast-based, the solution is not perfect. In particular: - small dynamic objects can still go through the static world if the ray goes through a crack between edges, or a small hole in the world (like the keyhole from a door). - dynamic-vs-dynamic CCD is very approximate. It only works well for fast-moving dynamic objects colliding against slow-moving dynamic objects. Finally, since it is using the SDK's scene queries under the hood, it only works provided the simulation shapes also have scene-query shapes associated with them. That is, if the objects in the scene only use PxShapeFlag::eSIMULATION_SHAPE (and no PxShapeFlag::eSCENE_QUERY_SHAPE), then the raycast-CCD system will not work. */ class RaycastCCDManager { public: RaycastCCDManager(PxScene* scene); ~RaycastCCDManager(); /** \brief Register dynamic object for raycast CCD. \param[in] actor object's actor \param[in] shape object's shape \return True if success */ bool registerRaycastCCDObject(PxRigidDynamic* actor, PxShape* shape); /** \brief Perform raycast CCD. Call this after your simulate/fetchResults calls. \param[in] doDynamicDynamicCCD True to enable dynamic-vs-dynamic CCD (more expensive, not always needed) */ void doRaycastCCD(bool doDynamicDynamicCCD); private: RaycastCCDManagerInternal* mImpl; }; #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif