Projekt_Grafika/dependencies/physx-4.1/source/physxextensions/src/ExtTriangleMeshExt.cpp

175 lines
5.7 KiB
C++

//
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// 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
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// 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.
//
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// 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<maxNbTris)
{
if(mResultsMemory != mResults)
PX_FREE(mResultsMemory);
mResultsMemory = reinterpret_cast<PxU32*>(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<maxNbTris)
{
if(mResultsMemory != mResults)
PX_FREE(mResultsMemory);
mResultsMemory = reinterpret_cast<PxU32*>(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<typename MeshGeometry>
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);
}