// // 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. #include "geometry/PxMeshQuery.h" #include "geometry/PxGeometryQuery.h" #include "geometry/PxTriangleMeshGeometry.h" #include "geometry/PxHeightFieldGeometry.h" #include "geometry/PxHeightField.h" #include "geometry/PxTriangleMesh.h" #include "extensions/PxTriangleMeshExt.h" #include "PsAllocator.h" using namespace physx; PxMeshOverlapUtil::PxMeshOverlapUtil() : mResultsMemory(mResults), mNbResults(0), mMaxNbResults(256) { } PxMeshOverlapUtil::~PxMeshOverlapUtil() { if(mResultsMemory != mResults) PX_FREE(mResultsMemory); } PxU32 PxMeshOverlapUtil::findOverlap(const PxGeometry& geom, const PxTransform& geomPose, const PxTriangleMeshGeometry& meshGeom, const PxTransform& meshPose) { bool overflow; PxU32 nbTouchedTris = PxMeshQuery::findOverlapTriangleMesh(geom, geomPose, meshGeom, meshPose, mResultsMemory, mMaxNbResults, 0, overflow); if(overflow) { const PxU32 maxNbTris = meshGeom.triangleMesh->getNbTriangles(); if(!maxNbTris) { mNbResults = 0; return 0; } if(mMaxNbResults(PX_ALLOC(sizeof(PxU32)*maxNbTris, "PxMeshOverlapUtil::findOverlap")); mMaxNbResults = maxNbTris; } nbTouchedTris = PxMeshQuery::findOverlapTriangleMesh(geom, geomPose, meshGeom, meshPose, mResultsMemory, mMaxNbResults, 0, overflow); PX_ASSERT(nbTouchedTris); PX_ASSERT(!overflow); } mNbResults = nbTouchedTris; return nbTouchedTris; } PxU32 PxMeshOverlapUtil::findOverlap(const PxGeometry& geom, const PxTransform& geomPose, const PxHeightFieldGeometry& hfGeom, const PxTransform& hfPose) { bool overflow = true; PxU32 nbTouchedTris = PxMeshQuery::findOverlapHeightField(geom, geomPose, hfGeom, hfPose, mResultsMemory, mMaxNbResults, 0, overflow); if(overflow) { const PxU32 maxNbTris = hfGeom.heightField->getNbRows()*hfGeom.heightField->getNbColumns()*2; if(!maxNbTris) { mNbResults = 0; return 0; } if(mMaxNbResults(PX_ALLOC(sizeof(PxU32)*maxNbTris, "PxMeshOverlapUtil::findOverlap")); mMaxNbResults = maxNbTris; } nbTouchedTris = PxMeshQuery::findOverlapHeightField(geom, geomPose, hfGeom, hfPose, mResultsMemory, mMaxNbResults, 0, overflow); PX_ASSERT(nbTouchedTris); PX_ASSERT(!overflow); } mNbResults = nbTouchedTris; return nbTouchedTris; } namespace { template bool computeMeshPenetrationT(PxVec3& direction, PxReal& depth, const PxGeometry& geom, const PxTransform& geomPose, const MeshGeometry& meshGeom, const PxTransform& meshPose, PxU32 maxIter, PxU32* nbIterOut) { PxU32 nbIter = 0; PxTransform pose = geomPose; for (; nbIter < maxIter; nbIter++) { PxVec3 currentDir; PxF32 currentDepth; if (!PxGeometryQuery::computePenetration(currentDir, currentDepth, geom, pose, meshGeom, meshPose)) break; pose.p += currentDir * currentDepth; } if(nbIterOut) *nbIterOut = nbIter; PxVec3 diff = pose.p - geomPose.p; depth = diff.magnitude(); if (depth>0) direction = diff / depth; return nbIter!=0; } } bool physx::PxComputeTriangleMeshPenetration(PxVec3& direction, PxReal& depth, const PxGeometry& geom, const PxTransform& geomPose, const PxTriangleMeshGeometry& meshGeom, const PxTransform& meshPose, PxU32 maxIter, PxU32* nbIter) { return computeMeshPenetrationT(direction, depth, geom, geomPose, meshGeom, meshPose, maxIter, nbIter); } bool physx::PxComputeHeightFieldPenetration(PxVec3& direction, PxReal& depth, const PxGeometry& geom, const PxTransform& geomPose, const PxHeightFieldGeometry& hfGeom, const PxTransform& meshPose, PxU32 maxIter, PxU32* nbIter) { return computeMeshPenetrationT(direction, depth, geom, geomPose, hfGeom, meshPose, maxIter, nbIter); }