// 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. #ifndef SC_ITERATORS_H #define SC_ITERATORS_H #include "foundation/PxVec3.h" #include "PxContact.h" namespace physx { class PxShape; class PxsContactManagerOutputIterator; namespace Sc { class ShapeSimBase; class ElementSimInteraction; class ActorSim; struct Contact { Contact() : normal(0.0f) , point(0.0f) , separation(0.0f) , normalForce(0.0f) {} PxVec3 normal; PxVec3 point; PxShape* shape0; PxShape* shape1; PxReal separation; PxReal normalForce; PxU32 faceIndex0; // these are the external indices PxU32 faceIndex1; bool normalForceAvailable; }; struct FrictionAnchor { PxVec3 normal; PxVec3 point; PxVec3 impulse; }; class ContactIterator { public: class Pair { public: Pair() : mIter(NULL, NULL, NULL, 0, 0), mAnchorIter(NULL, NULL, 0) {} Pair(const void*& contactPatches, const void*& contactPoints, const void*& frictionPatches, const PxU32 /*contactDataSize*/, const PxReal*& forces, PxU32 numContacts, PxU32 numPatches, ShapeSimBase& shape0, ShapeSimBase& shape1, ActorSim* actor0, ActorSim* actor1); Contact* getNextContact(); FrictionAnchor* getNextFrictionAnchor(); PxActor* getActor0() { return mActor0; } PxActor* getActor1() { return mActor1; } private: PxU32 mIndex; PxU32 mNumContacts; PxContactStreamIterator mIter; PxFrictionAnchorStreamIterator mAnchorIter; const PxReal* mForces; Contact mCurrentContact; FrictionAnchor mCurrentAnchor; PxActor* mActor0; PxActor* mActor1; }; ContactIterator() {} explicit ContactIterator(ElementSimInteraction** first, ElementSimInteraction** last, PxsContactManagerOutputIterator& outputs): mCurrent(first), mLast(last), mOffset(0), mOutputs(&outputs) { if ((!first) || (!last) || (first == last)) { mCurrent = NULL; mLast = NULL; } } Pair* getNextPair(); private: ElementSimInteraction** mCurrent; ElementSimInteraction** mLast; Pair mCurrentPair; PxU32 mOffset; PxsContactManagerOutputIterator* mOutputs; private: }; } // namespace Sc } #endif