// 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 shapes("PxShape*"); shapes.resize(numShapes); actor.getShapes(shapes.begin(), shapes.size()); PxU32 numSqShapes = 0; for(PxU32 i=0; igetFlags() & 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; igetFlags() & 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; }