103 lines
3.6 KiB
C++
103 lines
3.6 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) 2008-2025 NVIDIA Corporation. All rights reserved.
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#include "foundation/PxPreprocessor.h"
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#if PX_SUPPORT_GPU_PHYSX
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#include "ScDeformableSurfaceSim.h"
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#include "geometry/PxTriangleMesh.h"
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using namespace physx;
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using namespace Dy;
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Sc::DeformableSurfaceSim::DeformableSurfaceSim(DeformableSurfaceCore& core, Scene& scene) :
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GPUActorSim(scene, core, NULL)
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{
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mLLDeformableSurface = scene.createLLDeformableSurface(this);
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mNodeIndex = scene.getSimpleIslandManager()->addNode(false, false, IG::Node::eDEFORMABLE_SURFACE_TYPE, mLLDeformableSurface);
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scene.getSimpleIslandManager()->activateNode(mNodeIndex);
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mLLDeformableSurface->setElementId(mShapeSim.getElementID());
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}
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Sc::DeformableSurfaceSim::~DeformableSurfaceSim()
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{
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if (!mLLDeformableSurface)
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return;
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mScene.destroyLLDeformableSurface(*mLLDeformableSurface);
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mScene.getSimpleIslandManager()->removeNode(mNodeIndex);
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mCore.setSim(NULL);
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}
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bool Sc::DeformableSurfaceSim::isSleeping() const
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{
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IG::IslandSim& sim = mScene.getSimpleIslandManager()->getAccurateIslandSim();
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return sim.getActiveNodeIndex(mNodeIndex) == PX_INVALID_NODE;
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}
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void Sc::DeformableSurfaceSim::onSetWakeCounter()
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{
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mScene.getSimulationController()->setClothWakeCounter(mLLDeformableSurface);
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if (mLLDeformableSurface->getCore().wakeCounter > 0.f)
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mScene.getSimpleIslandManager()->activateNode(mNodeIndex);
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else
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mScene.getSimpleIslandManager()->deactivateNode(mNodeIndex);
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}
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void Sc::DeformableSurfaceSim::attachShapeCore(ShapeCore* core)
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{
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mShapeSim.setCore(core);
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{
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PX_ASSERT(getWorldBounds().isFinite());
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const PxU32 index = mShapeSim.getElementID();
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mScene.getBoundsArray().setBounds(getWorldBounds(), index);
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addToAABBMgr(Bp::FilterType::DEFORMABLE_SURFACE);
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}
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PxsShapeCore* shapeCore = const_cast<PxsShapeCore*>(&core->getCore());
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mLLDeformableSurface->setShapeCore(shapeCore);
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}
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PxBounds3 Sc::DeformableSurfaceSim::getWorldBounds() const
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{
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const PxTriangleMeshGeometry& triGeom = static_cast<const PxTriangleMeshGeometry&>(mShapeSim.getCore().getGeometry());
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// PT: are you sure you want to go through the Px API here?
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return triGeom.triangleMesh->getLocalBounds();
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}
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#endif //PX_SUPPORT_GPU_PHYSX
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