// 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(&core->getCore()); mLLDeformableSurface->setShapeCore(shapeCore); } PxBounds3 Sc::DeformableSurfaceSim::getWorldBounds() const { const PxTriangleMeshGeometry& triGeom = static_cast(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