264 lines
7.5 KiB
C++
264 lines
7.5 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_EXTENSIONS_DEFAULTSIMULATIONFILTERSHADER_H
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#define PX_PHYSICS_EXTENSIONS_DEFAULTSIMULATIONFILTERSHADER_H
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/** \addtogroup extensions
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@{
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*/
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#include "PxPhysXConfig.h"
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#include "PxFiltering.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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class PxActor;
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/**
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\brief 64-bit mask used for collision filtering.
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The collision filtering equation for 2 objects o0 and o1 is:
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<pre> (G0 op0 K0) op2 (G1 op1 K1) == b </pre>
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with
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<ul>
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<li> G0 = PxGroupsMask for object o0. See PxSetGroupsMask </li>
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<li> G1 = PxGroupsMask for object o1. See PxSetGroupsMask </li>
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<li> K0 = filtering constant 0. See PxSetFilterConstants </li>
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<li> K1 = filtering constant 1. See PxSetFilterConstants </li>
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<li> b = filtering boolean. See PxSetFilterBool </li>
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<li> op0, op1, op2 = filtering operations. See PxSetFilterOps </li>
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</ul>
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If the filtering equation is true, collision detection is enabled.
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@see PxSetFilterOps()
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*/
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class PxGroupsMask
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{
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public:
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PX_INLINE PxGroupsMask():bits0(0),bits1(0),bits2(0),bits3(0) {}
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PX_INLINE ~PxGroupsMask() {}
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PxU16 bits0, bits1, bits2, bits3;
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};
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/**
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\brief Collision filtering operations.
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@see PxGroupsMask
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*/
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struct PxFilterOp
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{
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enum Enum
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{
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PX_FILTEROP_AND,
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PX_FILTEROP_OR,
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PX_FILTEROP_XOR,
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PX_FILTEROP_NAND,
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PX_FILTEROP_NOR,
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PX_FILTEROP_NXOR,
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PX_FILTEROP_SWAP_AND
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};
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};
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/**
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\brief Implementation of a simple filter shader that emulates PhysX 2.8.x filtering
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This shader provides the following logic:
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\li If one of the two filter objects is a trigger, the pair is acccepted and #PxPairFlag::eTRIGGER_DEFAULT will be used for trigger reports
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\li Else, if the filter mask logic (see further below) discards the pair it will be suppressed (#PxFilterFlag::eSUPPRESS)
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\li Else, the pair gets accepted and collision response gets enabled (#PxPairFlag::eCONTACT_DEFAULT)
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Filter mask logic:
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Given the two #PxFilterData structures fd0 and fd1 of two collision objects, the pair passes the filter if the following
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conditions are met:
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1) Collision groups of the pair are enabled
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2) Collision filtering equation is satisfied
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@see PxSimulationFilterShader
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*/
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PxFilterFlags PxDefaultSimulationFilterShader(
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PxFilterObjectAttributes attributes0,
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PxFilterData filterData0,
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PxFilterObjectAttributes attributes1,
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PxFilterData filterData1,
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PxPairFlags& pairFlags,
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const void* constantBlock,
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PxU32 constantBlockSize);
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/**
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\brief Determines if collision detection is performed between a pair of groups
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\note Collision group is an integer between 0 and 31.
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\param[in] group1 First Group
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\param[in] group2 Second Group
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\return True if the groups could collide
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@see PxSetGroupCollisionFlag
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*/
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bool PxGetGroupCollisionFlag(const PxU16 group1, const PxU16 group2);
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/**
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\brief Specifies if collision should be performed by a pair of groups
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\note Collision group is an integer between 0 and 31.
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\param[in] group1 First Group
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\param[in] group2 Second Group
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\param[in] enable True to enable collision between the groups
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@see PxGetGroupCollisionFlag
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*/
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void PxSetGroupCollisionFlag(const PxU16 group1, const PxU16 group2, const bool enable);
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/**
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\brief Retrieves the value set with PxSetGroup()
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\note Collision group is an integer between 0 and 31.
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\param[in] actor The actor
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\return The collision group this actor belongs to
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@see PxSetGroup
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*/
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PxU16 PxGetGroup(const PxActor& actor);
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/**
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\brief Sets which collision group this actor is part of
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\note Collision group is an integer between 0 and 31.
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\param[in] actor The actor
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\param[in] collisionGroup Collision group this actor belongs to
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@see PxGetGroup
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*/
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void PxSetGroup(PxActor& actor, const PxU16 collisionGroup);
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/**
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\brief Retrieves filtering operation. See comments for PxGroupsMask
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\param[out] op0 First filter operator.
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\param[out] op1 Second filter operator.
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\param[out] op2 Third filter operator.
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@see PxSetFilterOps PxSetFilterBool PxSetFilterConstants
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*/
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void PxGetFilterOps(PxFilterOp::Enum& op0, PxFilterOp::Enum& op1, PxFilterOp::Enum& op2);
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/**
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\brief Setups filtering operations. See comments for PxGroupsMask
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\param[in] op0 Filter op 0.
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\param[in] op1 Filter op 1.
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\param[in] op2 Filter op 2.
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@see PxSetFilterBool PxSetFilterConstants
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*/
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void PxSetFilterOps(const PxFilterOp::Enum& op0, const PxFilterOp::Enum& op1, const PxFilterOp::Enum& op2);
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/**
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\brief Retrieves filtering's boolean value. See comments for PxGroupsMask
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\return flag Boolean value for filter.
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@see PxSetFilterBool PxSetFilterConstants
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*/
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bool PxGetFilterBool();
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/**
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\brief Setups filtering's boolean value. See comments for PxGroupsMask
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\param[in] enable Boolean value for filter.
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@see PxSetFilterOps PxSsetFilterConstants
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*/
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void PxSetFilterBool(const bool enable);
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/**
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\brief Gets filtering constant K0 and K1. See comments for PxGroupsMask
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\param[out] c0 the filtering constants, as a mask. See #PxGroupsMask.
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\param[out] c1 the filtering constants, as a mask. See #PxGroupsMask.
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@see PxSetFilterOps PxSetFilterBool PxSetFilterConstants
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*/
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void PxGetFilterConstants(PxGroupsMask& c0, PxGroupsMask& c1);
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/**
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\brief Setups filtering's K0 and K1 value. See comments for PxGroupsMask
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\param[in] c0 The new group mask. See #PxGroupsMask.
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\param[in] c1 The new group mask. See #PxGroupsMask.
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@see PxSetFilterOps PxSetFilterBool PxGetFilterConstants
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*/
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void PxSetFilterConstants(const PxGroupsMask& c0, const PxGroupsMask& c1);
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/**
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\brief Gets 64-bit mask used for collision filtering. See comments for PxGroupsMask
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\param[in] actor The actor
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\return The group mask for the actor.
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@see PxSetGroupsMask()
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*/
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PxGroupsMask PxGetGroupsMask(const PxActor& actor);
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/**
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\brief Sets 64-bit mask used for collision filtering. See comments for PxGroupsMask
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\param[in] actor The actor
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\param[in] mask The group mask to set for the actor.
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@see PxGetGroupsMask()
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*/
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void PxSetGroupsMask(PxActor& actor, const PxGroupsMask& mask);
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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