162 lines
5.7 KiB
C++
162 lines
5.7 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) 2018 NVIDIA Corporation. All rights reserved.
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#include "RTdef.h"
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#if RT_COMPILE
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#ifndef COMPOUNDBASE
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#define COMPOUNDBASE
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#define TECHNICAL_MODE 1
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#include <foundation/PxVec3.h>
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#include <foundation/PxPlane.h>
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#include <foundation/PxBounds3.h>
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#include <foundation/PxTransform.h>
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#include <PsArray.h>
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#include <PxRigidDynamic.h>
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#include <PsUserAllocated.h>
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class Shader;
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namespace physx
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{
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namespace fracture
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{
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namespace base
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{
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class Convex;
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class Mesh;
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class SimScene;
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class CompoundGeometry;
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// -----------------------------------------------------------------------------------
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class Compound : public ::physx::shdfnd::UserAllocated
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{
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friend class SimScene;
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friend class Actor;
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protected:
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Compound(SimScene* scene, PxReal contactOffset = 0.005f, PxReal restOffset = -0.001f);
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public:
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virtual ~Compound();
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virtual bool createFromConvexes(Convex** convexes, int numConvexes, const PxTransform &pose, const PxVec3 &vel, const PxVec3 &omega, bool copyConvexes = true, int matID = 0, int surfMatID = 0);
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bool createFromConvex(Convex* convex, const PxTransform &pose, const PxVec3 &vel, const PxVec3 &omega, bool copyConvexes = true, int matID = 0, int surfMatID = 0);
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bool createFromGeometry(const CompoundGeometry &geom, const PxTransform &pose, const PxVec3 &vel, const PxVec3 &omega, Shader* myShader, int matID = 0, int surfMatID = 0);
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bool createFromGeometry(const CompoundGeometry &geom, PxRigidDynamic* body, Shader* myShader, int matID = 0, int surfMatID = 0);
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void createFromMesh(const Mesh *mesh, const PxTransform &pose, const PxVec3 &vel, const PxVec3 &omega, int submeshNr = -1, const PxVec3& scale = PxVec3(1.f), int matID = 0, int surfMatID = 0);
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virtual void applyShapeTemplate(PxShape* /*shape*/) {}
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bool rayCast(const PxVec3 &orig, const PxVec3 &dir, float &dist, int &convexNr, PxVec3 &normal);
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void setLifeFrames(int frames) { mLifeFrames = frames == 0 ? 1 : frames; }
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int getLifeFrames() { return mLifeFrames; }
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virtual void convexAdded(Convex* /*c*/, Shader* shader = NULL) {}
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virtual void convexRemoved(Convex* /*c*/) {}
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void attach(const shdfnd::Array<PxBounds3> &bounds);
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void attachLocal(const shdfnd::Array<PxBounds3> &bounds);
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const shdfnd::Array<Convex*>& getConvexes() const { return mConvexes; }
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const shdfnd::Array<PxBounds3>& getAttachmentBounds() const { return mAttachmentBounds; }
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PxRigidDynamic* getPxActor() { return mPxActor; }
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void getWorldBounds(PxBounds3 &bounds) const;
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void getLocalBounds(PxBounds3 &bounds) const;
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void getRestBounds(PxBounds3 &bounds) const;
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//void setShader(Shader* shader, const ShaderMaterial &mat) { mShader = shader; mShaderMat = mat; }
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//Shader* getShader() const { return mShader; }
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//const ShaderMaterial& getShaderMat() { return mShaderMat; }
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void setKinematic(const PxVec3 &vel);
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void step(float dt);
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virtual void draw(bool /*useShader*/, bool /*debug*/ = false) {}
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virtual void clear();
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void setAdditionalImpactImpulse(float radial, float normal) {
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mAdditionalImpactRadialImpulse = radial; mAdditionalImpactNormalImpulse = normal;
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}
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float getAdditionalImpactRadialImpulse() const { return mAdditionalImpactRadialImpulse; }
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float getAdditionalImpactNormalImpulse() const { return mAdditionalImpactNormalImpulse; }
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virtual void copyShaders(Compound*) {}
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protected:
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bool isAttached();
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bool createPxActor(shdfnd::Array<PxShape*> &shapes, const PxTransform &pose, const PxVec3 &vel, const PxVec3 &omega);
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static void appendUniformSamplesOfConvexPolygon(PxVec3* vertices, int numV, float area, shdfnd::Array<PxVec3>& samples, shdfnd::Array<PxVec3>* normals = NULL);
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virtual float getSleepingThresholdRB() {return 0.1f;}
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struct Edge {
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void init(int c0, int c1) {
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this->c0 = c0; this->c1 = c1;
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restLen = 0.0f;
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deleted = false;
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}
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int c0, c1;
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float restLen;
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bool deleted;
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};
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shdfnd::Array<Convex*> mConvexes;
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shdfnd::Array<Edge> mEdges;
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SimScene *mScene;
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Actor *mActor;
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PxRigidDynamic *mPxActor;
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PxVec3 mKinematicVel;
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shdfnd::Array<PxBounds3> mAttachmentBounds;
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//Shader *mShader;
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//ShaderMaterial mShaderMat;
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PxReal mContactOffset;
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PxReal mRestOffset;
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int mLifeFrames;
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float mAdditionalImpactNormalImpulse;
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float mAdditionalImpactRadialImpulse;
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PxU32 mDepth; // fracture depth
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PxVec3 mNormal; // normal use with mSheetFracture
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};
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}}}
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#endif
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#endif |