// // 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/PxTriangleMesh.h" #include "PxvGeometry.h" #include "PxsMaterialManager.h" #include "PxcNpThreadContext.h" #include "GuHeightField.h" using namespace physx; using namespace Gu; namespace physx { bool PxcGetMaterialShapeHeightField(const PxsShapeCore* shape0, const PxsShapeCore* shape1, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo); bool PxcGetMaterialHeightField(const PxsShapeCore* shape, const PxU32 index, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo); PxU32 GetMaterialIndex(const Gu::HeightFieldData* hfData, PxU32 triangleIndex); } physx::PxU32 physx::GetMaterialIndex(const Gu::HeightFieldData* hfData, PxU32 triangleIndex) { const PxU32 sampleIndex = triangleIndex >> 1; const bool isFirstTriangle = (triangleIndex & 0x1) == 0; //get sample const PxHeightFieldSample* hf = &hfData->samples[sampleIndex]; return isFirstTriangle ? hf->materialIndex0 : hf->materialIndex1; } bool physx::PxcGetMaterialHeightField(const PxsShapeCore* shape, const PxU32 index, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo) { PX_ASSERT(index == 1); PX_UNUSED(index); const ContactBuffer& contactBuffer = context.mContactBuffer; const PxHeightFieldGeometryLL& hfGeom = shape->geometry.get(); if(hfGeom.materials.numIndices <= 1) { for(PxU32 i=0; i< contactBuffer.count; ++i) { (&materialInfo[i].mMaterialIndex0)[index] = shape->materialIndex; } } else { const PxU16* materialIndices = hfGeom.materials.indices; const Gu::HeightFieldData* hf = hfGeom.heightFieldData; for(PxU32 i=0; i< contactBuffer.count; ++i) { const Gu::ContactPoint& contact = contactBuffer.contacts[i]; const PxU32 localMaterialIndex = GetMaterialIndex(hf, contact.internalFaceIndex1); (&materialInfo[i].mMaterialIndex0)[index] = materialIndices[localMaterialIndex]; } } return true; } bool physx::PxcGetMaterialShapeHeightField(const PxsShapeCore* shape0, const PxsShapeCore* shape1, PxcNpThreadContext& context, PxsMaterialInfo* materialInfo) { const ContactBuffer& contactBuffer = context.mContactBuffer; const PxHeightFieldGeometryLL& hfGeom = shape1->geometry.get(); if(hfGeom.materials.numIndices <= 1) { for(PxU32 i=0; i< contactBuffer.count; ++i) { materialInfo[i].mMaterialIndex0 = shape0->materialIndex; materialInfo[i].mMaterialIndex1 = shape1->materialIndex; } } else { const PxU16* materialIndices = hfGeom.materials.indices; const Gu::HeightFieldData* hf = hfGeom.heightFieldData; for(PxU32 i=0; i< contactBuffer.count; ++i) { const Gu::ContactPoint& contact = contactBuffer.contacts[i]; materialInfo[i].mMaterialIndex0 = shape0->materialIndex; //contact.featureIndex0 = shape0->materialIndex; const PxU32 localMaterialIndex = GetMaterialIndex(hf, contact.internalFaceIndex1); //contact.featureIndex1 = materialIndices[localMaterialIndex]; PX_ASSERT(localMaterialIndex