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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScDeformableSurfaceSim.cpp

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// 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) 2008-2025 NVIDIA Corporation. All rights reserved.
#include "foundation/PxPreprocessor.h"
#if PX_SUPPORT_GPU_PHYSX
#include "ScDeformableSurfaceSim.h"
#include "geometry/PxTriangleMesh.h"
using namespace physx;
using namespace Dy;
Sc::DeformableSurfaceSim::DeformableSurfaceSim(DeformableSurfaceCore& core, Scene& scene) :
GPUActorSim(scene, core, NULL)
{
mLLDeformableSurface = scene.createLLDeformableSurface(this);
mNodeIndex = scene.getSimpleIslandManager()->addNode(false, false, IG::Node::eDEFORMABLE_SURFACE_TYPE, mLLDeformableSurface);
scene.getSimpleIslandManager()->activateNode(mNodeIndex);
mLLDeformableSurface->setElementId(mShapeSim.getElementID());
}
Sc::DeformableSurfaceSim::~DeformableSurfaceSim()
{
if (!mLLDeformableSurface)
return;
mScene.destroyLLDeformableSurface(*mLLDeformableSurface);
mScene.getSimpleIslandManager()->removeNode(mNodeIndex);
mCore.setSim(NULL);
}
bool Sc::DeformableSurfaceSim::isSleeping() const
{
IG::IslandSim& sim = mScene.getSimpleIslandManager()->getAccurateIslandSim();
return sim.getActiveNodeIndex(mNodeIndex) == PX_INVALID_NODE;
}
void Sc::DeformableSurfaceSim::onSetWakeCounter()
{
mScene.getSimulationController()->setClothWakeCounter(mLLDeformableSurface);
if (mLLDeformableSurface->getCore().wakeCounter > 0.f)
mScene.getSimpleIslandManager()->activateNode(mNodeIndex);
else
mScene.getSimpleIslandManager()->deactivateNode(mNodeIndex);
}
void Sc::DeformableSurfaceSim::attachShapeCore(ShapeCore* core)
{
mShapeSim.setCore(core);
{
PX_ASSERT(getWorldBounds().isFinite());
const PxU32 index = mShapeSim.getElementID();
mScene.getBoundsArray().setBounds(getWorldBounds(), index);
addToAABBMgr(Bp::FilterType::DEFORMABLE_SURFACE);
}
PxsShapeCore* shapeCore = const_cast<PxsShapeCore*>(&core->getCore());
mLLDeformableSurface->setShapeCore(shapeCore);
}
PxBounds3 Sc::DeformableSurfaceSim::getWorldBounds() const
{
const PxTriangleMeshGeometry& triGeom = static_cast<const PxTriangleMeshGeometry&>(mShapeSim.getCore().getGeometry());
// PT: are you sure you want to go through the Px API here?
return triGeom.triangleMesh->getLocalBounds();
}
#endif //PX_SUPPORT_GPU_PHYSX