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XCEngine/engine/third_party/physx/source/physxextensions/src/ExtRigidActorExt.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.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "extensions/PxRigidActorExt.h"
#include "foundation/PxFPU.h"
#include "foundation/PxAllocator.h"
#include "foundation/PxInlineArray.h"
#include "geometry/PxGeometryQuery.h"
#include "cooking/PxBVHDesc.h"
#include "cooking/PxCooking.h"
using namespace physx;
PxBounds3* PxRigidActorExt::getRigidActorShapeLocalBoundsList(const PxRigidActor& actor, PxU32& numBounds)
{
const PxU32 numShapes = actor.getNbShapes();
if(numShapes == 0)
return NULL;
PxInlineArray<PxShape*, 64> shapes("PxShape*");
shapes.resize(numShapes);
actor.getShapes(shapes.begin(), shapes.size());
PxU32 numSqShapes = 0;
for(PxU32 i=0; i<numShapes; i++)
{
if(shapes[i]->getFlags() & PxShapeFlag::eSCENE_QUERY_SHAPE)
numSqShapes++;
}
PxBounds3* bounds = PX_ALLOCATE(PxBounds3, numSqShapes, "PxBounds3");
numSqShapes = 0;
{
PX_SIMD_GUARD // PT: external guard because we use PxGeometryQueryFlag::Enum(0) below
for(PxU32 i=0; i<numShapes; i++)
{
if(shapes[i]->getFlags() & PxShapeFlag::eSCENE_QUERY_SHAPE)
PxGeometryQuery::computeGeomBounds(bounds[numSqShapes++], shapes[i]->getGeometry(), shapes[i]->getLocalPose(), 0.0f, 1.0f, PxGeometryQueryFlag::Enum(0));
}
}
numBounds = numSqShapes;
return bounds;
}
PxBVH* PxRigidActorExt::createBVHFromActor(PxPhysics& physics, const PxRigidActor& actor)
{
PxU32 nbBounds = 0;
PxBounds3* bounds = PxRigidActorExt::getRigidActorShapeLocalBoundsList(actor, nbBounds);
PxBVHDesc bvhDesc;
bvhDesc.bounds.count = nbBounds;
bvhDesc.bounds.data = bounds;
bvhDesc.bounds.stride = sizeof(PxBounds3);
PxBVH* bvh = PxCreateBVH(bvhDesc, physics.getPhysicsInsertionCallback());
PX_FREE(bounds);
return bvh;
}