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XCEngine/engine/third_party/physx/snippets/snippetcustomgeometry/VoxelMap.h

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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.
#ifndef VOXEL_MAP_H
#define VOXEL_MAP_H
#include "PxPhysicsAPI.h"
/*
VoxelMap inherits physx::PxCustomGeometry::Callbacks interface and provides
implementations for 5 callback functions:
- getLocalBounds
- generateContacts
- raycast
- overlap
- sweep
It should be passed to PxCustomGeometry constructor.
*/
struct VoxelMap : physx::PxCustomGeometry::Callbacks, physx::PxUserAllocated
{
void setDimensions(int x, int y, int z);
int dimX() const;
int dimY() const;
int dimZ() const;
void setVoxelSize(float x, float y, float z);
const physx::PxVec3& voxelSize() const;
float voxelSizeX() const;
float voxelSizeY() const;
float voxelSizeZ() const;
physx::PxVec3 extents() const;
void setVoxel(int x, int y, int z, bool yes = true);
bool voxel(int x, int y, int z) const;
void clearVoxels();
void setFloorVoxels(int layers);
void setWaveVoxels();
void voxelize(const physx::PxGeometry& geom, const physx::PxTransform& pose, bool add = true);
physx::PxVec3 voxelPos(int x, int y, int z) const;
void pointCoords(const physx::PxVec3& p, int& x, int& y, int& z) const;
void getVoxelRegion(const physx::PxBounds3& b, int& sx, int& sy, int& sz, int& ex, int& ey, int& ez) const;
// physx::PxCustomGeometry::Callbacks overrides
DECLARE_CUSTOM_GEOMETRY_TYPE
virtual physx::PxBounds3 getLocalBounds(const physx::PxGeometry&) const;
virtual bool generateContacts(const physx::PxGeometry& geom0, const physx::PxGeometry& geom1, const physx::PxTransform& pose0, const physx::PxTransform& pose1,
const physx::PxReal contactDistance, const physx::PxReal meshContactMargin, const physx::PxReal toleranceLength,
physx::PxContactBuffer& contactBuffer) const;
virtual physx::PxU32 raycast(const physx::PxVec3& origin, const physx::PxVec3& unitDir, const physx::PxGeometry& geom, const physx::PxTransform& pose,
physx::PxReal maxDist, physx::PxHitFlags hitFlags, physx::PxU32 maxHits, physx::PxGeomRaycastHit* rayHits, physx::PxU32 stride, physx::PxRaycastThreadContext*) const;
virtual bool overlap(const physx::PxGeometry& geom0, const physx::PxTransform& pose0, const physx::PxGeometry& geom1, const physx::PxTransform& pose1, physx::PxOverlapThreadContext*) const;
virtual bool sweep(const physx::PxVec3& unitDir, const physx::PxReal maxDist,
const physx::PxGeometry& geom0, const physx::PxTransform& pose0, const physx::PxGeometry& geom1, const physx::PxTransform& pose1,
physx::PxGeomSweepHit& sweepHit, physx::PxHitFlags hitFlags, const physx::PxReal inflation, physx::PxSweepThreadContext*) const;
virtual void visualize(const physx::PxGeometry&, physx::PxRenderOutput&, const physx::PxTransform&, const physx::PxBounds3&) const;
virtual void computeMassProperties(const physx::PxGeometry&, physx::PxMassProperties&) const {}
virtual bool usePersistentContactManifold(const physx::PxGeometry&, physx::PxReal&) const { return true; }
private:
int pacsX() const;
int pacsY() const;
int pacsZ() const;
int m_dimensions[3];
physx::PxVec3 m_voxelSize;
physx::PxArray<physx::PxU64> m_packs;
};
#endif