// // 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 DY_CORRELATIONBUFFER_H #define DY_CORRELATIONBUFFER_H #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec3.h" #include "foundation/PxTransform.h" #include "foundation/PxBounds3.h" #include "geomutils/GuContactBuffer.h" #include "PxvConfig.h" #include "DyFrictionPatch.h" namespace physx { struct PxcNpWorkUnit; struct PxsMaterialInfo; namespace Dy { struct CorrelationBuffer { static const PxU32 MAX_FRICTION_PATCHES = 32; static const PxU16 LIST_END = 0xffff; struct ContactPatchData { PxU16 start; PxU16 next; PxU8 flags; PxU8 count; PxReal staticFriction, dynamicFriction, restitution; PxBounds3 patchBounds; }; // we can have as many contact patches as contacts, unfortunately ContactPatchData contactPatches[Gu::ContactBuffer::MAX_CONTACTS]; FrictionPatch PX_ALIGN(16, frictionPatches[MAX_FRICTION_PATCHES]); PxVec3 PX_ALIGN(16, frictionPatchWorldNormal[MAX_FRICTION_PATCHES]); PxBounds3 patchBounds[MAX_FRICTION_PATCHES]; PxU32 frictionPatchContactCounts[MAX_FRICTION_PATCHES]; PxU32 correlationListHeads[MAX_FRICTION_PATCHES+1]; // contact IDs are only used to identify auxiliary contact data when velocity // targets have been set. PxU16 contactID[MAX_FRICTION_PATCHES][2]; PxU32 contactPatchCount, frictionPatchCount; }; bool createContactPatches(CorrelationBuffer& fb, const Gu::ContactPoint* cb, PxU32 contactCount, PxReal normalTolerance); bool correlatePatches(CorrelationBuffer& fb, const Gu::ContactPoint* cb, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, PxReal normalTolerance, PxU32 startContactPatchIndex, PxU32 startFrictionPatchIndex); void growPatches(CorrelationBuffer& fb, const Gu::ContactPoint* buffer, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, PxReal normalTolerance, PxU32 frictionPatchStartIndex, PxReal frictionOffsetThreshold); } } #endif //DY_CORRELATIONBUFFER_H