2023-08-11 10:55:58 +08:00
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_FILTERING_H
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#define PX_FILTERING_H
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/** \addtogroup physics
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@{
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*/
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#include "PxPhysXConfig.h"
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#include "foundation/PxFlags.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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class PxActor;
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class PxShape;
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2023-08-22 18:25:34 +08:00
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static const PxU32 INVALID_FILTER_PAIR_INDEX = 0xffffffff;
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2023-08-11 10:55:58 +08:00
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/**
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\brief Collection of flags describing the actions to take for a collision pair.
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@see PxPairFlags PxSimulationFilterShader.filter() PxSimulationFilterCallback
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*/
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struct PxPairFlag
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{
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enum Enum
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{
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/**
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\brief Process the contacts of this collision pair in the dynamics solver.
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\note Only takes effect if the colliding actors are rigid bodies.
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*/
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eSOLVE_CONTACT = (1<<0),
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/**
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\brief Call contact modification callback for this collision pair
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\note Only takes effect if the colliding actors are rigid bodies.
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@see PxContactModifyCallback
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*/
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eMODIFY_CONTACTS = (1<<1),
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/**
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\brief Call contact report callback or trigger callback when this collision pair starts to be in contact.
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If one of the two collision objects is a trigger shape (see #PxShapeFlag::eTRIGGER_SHAPE)
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then the trigger callback will get called as soon as the other object enters the trigger volume.
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If none of the two collision objects is a trigger shape then the contact report callback will get
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called when the actors of this collision pair start to be in contact.
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\note Only takes effect if the colliding actors are rigid bodies.
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\note Only takes effect if eDETECT_DISCRETE_CONTACT or eDETECT_CCD_CONTACT is raised
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@see PxSimulationEventCallback.onContact() PxSimulationEventCallback.onTrigger()
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*/
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eNOTIFY_TOUCH_FOUND = (1<<2),
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/**
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\brief Call contact report callback while this collision pair is in contact
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If none of the two collision objects is a trigger shape then the contact report callback will get
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called while the actors of this collision pair are in contact.
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\note Triggers do not support this event. Persistent trigger contacts need to be tracked separately by observing eNOTIFY_TOUCH_FOUND/eNOTIFY_TOUCH_LOST events.
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\note Only takes effect if the colliding actors are rigid bodies.
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\note No report will get sent if the objects in contact are sleeping.
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\note Only takes effect if eDETECT_DISCRETE_CONTACT or eDETECT_CCD_CONTACT is raised
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\note If this flag gets enabled while a pair is in touch already, there will be no eNOTIFY_TOUCH_PERSISTS events until the pair loses and regains touch.
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@see PxSimulationEventCallback.onContact() PxSimulationEventCallback.onTrigger()
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*/
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eNOTIFY_TOUCH_PERSISTS = (1<<3),
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/**
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\brief Call contact report callback or trigger callback when this collision pair stops to be in contact
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If one of the two collision objects is a trigger shape (see #PxShapeFlag::eTRIGGER_SHAPE)
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then the trigger callback will get called as soon as the other object leaves the trigger volume.
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If none of the two collision objects is a trigger shape then the contact report callback will get
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called when the actors of this collision pair stop to be in contact.
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\note Only takes effect if the colliding actors are rigid bodies.
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\note This event will also get triggered if one of the colliding objects gets deleted.
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\note Only takes effect if eDETECT_DISCRETE_CONTACT or eDETECT_CCD_CONTACT is raised
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@see PxSimulationEventCallback.onContact() PxSimulationEventCallback.onTrigger()
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*/
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eNOTIFY_TOUCH_LOST = (1<<4),
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/**
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\brief Call contact report callback when this collision pair is in contact during CCD passes.
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If CCD with multiple passes is enabled, then a fast moving object might bounce on and off the same
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object multiple times. Hence, the same pair might be in contact multiple times during a simulation step.
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This flag will make sure that all the detected collision during CCD will get reported. For performance
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reasons, the system can not always tell whether the contact pair lost touch in one of the previous CCD
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passes and thus can also not always tell whether the contact is new or has persisted. eNOTIFY_TOUCH_CCD
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just reports when the two collision objects were detected as being in contact during a CCD pass.
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\note Only takes effect if the colliding actors are rigid bodies.
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\note Trigger shapes are not supported.
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\note Only takes effect if eDETECT_CCD_CONTACT is raised
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@see PxSimulationEventCallback.onContact() PxSimulationEventCallback.onTrigger()
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*/
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eNOTIFY_TOUCH_CCD = (1<<5),
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/**
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\brief Call contact report callback when the contact force between the actors of this collision pair exceeds one of the actor-defined force thresholds.
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\note Only takes effect if the colliding actors are rigid bodies.
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\note Only takes effect if eDETECT_DISCRETE_CONTACT or eDETECT_CCD_CONTACT is raised
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@see PxSimulationEventCallback.onContact()
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*/
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eNOTIFY_THRESHOLD_FORCE_FOUND = (1<<6),
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/**
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\brief Call contact report callback when the contact force between the actors of this collision pair continues to exceed one of the actor-defined force thresholds.
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\note Only takes effect if the colliding actors are rigid bodies.
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\note If a pair gets re-filtered and this flag has previously been disabled, then the report will not get fired in the same frame even if the force threshold has been reached in the
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previous one (unless #eNOTIFY_THRESHOLD_FORCE_FOUND has been set in the previous frame).
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\note Only takes effect if eDETECT_DISCRETE_CONTACT or eDETECT_CCD_CONTACT is raised
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@see PxSimulationEventCallback.onContact()
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*/
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eNOTIFY_THRESHOLD_FORCE_PERSISTS = (1<<7),
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/**
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\brief Call contact report callback when the contact force between the actors of this collision pair falls below one of the actor-defined force thresholds (includes the case where this collision pair stops being in contact).
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\note Only takes effect if the colliding actors are rigid bodies.
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\note If a pair gets re-filtered and this flag has previously been disabled, then the report will not get fired in the same frame even if the force threshold has been reached in the
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previous one (unless #eNOTIFY_THRESHOLD_FORCE_FOUND or #eNOTIFY_THRESHOLD_FORCE_PERSISTS has been set in the previous frame).
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\note Only takes effect if eDETECT_DISCRETE_CONTACT or eDETECT_CCD_CONTACT is raised
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@see PxSimulationEventCallback.onContact()
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*/
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eNOTIFY_THRESHOLD_FORCE_LOST = (1<<8),
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/**
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\brief Provide contact points in contact reports for this collision pair.
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\note Only takes effect if the colliding actors are rigid bodies and if used in combination with the flags eNOTIFY_TOUCH_... or eNOTIFY_THRESHOLD_FORCE_...
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\note Only takes effect if eDETECT_DISCRETE_CONTACT or eDETECT_CCD_CONTACT is raised
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@see PxSimulationEventCallback.onContact() PxContactPair PxContactPair.extractContacts()
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*/
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eNOTIFY_CONTACT_POINTS = (1<<9),
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/**
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\brief This flag is used to indicate whether this pair generates discrete collision detection contacts.
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\note Contacts are only responded to if eSOLVE_CONTACT is enabled.
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*/
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eDETECT_DISCRETE_CONTACT = (1<<10),
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/**
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\brief This flag is used to indicate whether this pair generates CCD contacts.
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\note The contacts will only be responded to if eSOLVE_CONTACT is enabled on this pair.
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\note The scene must have PxSceneFlag::eENABLE_CCD enabled to use this feature.
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\note Non-static bodies of the pair should have PxRigidBodyFlag::eENABLE_CCD specified for this feature to work correctly.
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\note This flag is not supported with trigger shapes. However, CCD trigger events can be emulated using non-trigger shapes
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and requesting eNOTIFY_TOUCH_FOUND and eNOTIFY_TOUCH_LOST and not raising eSOLVE_CONTACT on the pair.
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@see PxRigidBodyFlag::eENABLE_CCD
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@see PxSceneFlag::eENABLE_CCD
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*/
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eDETECT_CCD_CONTACT = (1<<11),
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/**
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\brief Provide pre solver velocities in contact reports for this collision pair.
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If the collision pair has contact reports enabled, the velocities of the rigid bodies before contacts have been solved
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will be provided in the contact report callback unless the pair lost touch in which case no data will be provided.
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\note Usually it is not necessary to request these velocities as they will be available by querying the velocity from the provided
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PxRigidActor object directly. However, it might be the case that the velocity of a rigid body gets set while the simulation is running
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in which case the PxRigidActor would return this new velocity in the contact report callback and not the velocity the simulation used.
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@see PxSimulationEventCallback.onContact(), PxContactPairVelocity, PxContactPairHeader.extraDataStream
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*/
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ePRE_SOLVER_VELOCITY = (1<<12),
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/**
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\brief Provide post solver velocities in contact reports for this collision pair.
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If the collision pair has contact reports enabled, the velocities of the rigid bodies after contacts have been solved
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will be provided in the contact report callback unless the pair lost touch in which case no data will be provided.
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@see PxSimulationEventCallback.onContact(), PxContactPairVelocity, PxContactPairHeader.extraDataStream
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*/
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ePOST_SOLVER_VELOCITY = (1<<13),
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/**
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\brief Provide rigid body poses in contact reports for this collision pair.
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If the collision pair has contact reports enabled, the rigid body poses at the contact event will be provided
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in the contact report callback unless the pair lost touch in which case no data will be provided.
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\note Usually it is not necessary to request these poses as they will be available by querying the pose from the provided
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PxRigidActor object directly. However, it might be the case that the pose of a rigid body gets set while the simulation is running
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in which case the PxRigidActor would return this new pose in the contact report callback and not the pose the simulation used.
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Another use case is related to CCD with multiple passes enabled, A fast moving object might bounce on and off the same
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object multiple times. This flag can be used to request the rigid body poses at the time of impact for each such collision event.
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@see PxSimulationEventCallback.onContact(), PxContactPairPose, PxContactPairHeader.extraDataStream
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*/
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eCONTACT_EVENT_POSE = (1<<14),
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eNEXT_FREE = (1<<15), //!< For internal use only.
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/**
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\brief Provided default flag to do simple contact processing for this collision pair.
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*/
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eCONTACT_DEFAULT = eSOLVE_CONTACT | eDETECT_DISCRETE_CONTACT,
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/**
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\brief Provided default flag to get commonly used trigger behavior for this collision pair.
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*/
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eTRIGGER_DEFAULT = eNOTIFY_TOUCH_FOUND | eNOTIFY_TOUCH_LOST | eDETECT_DISCRETE_CONTACT
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};
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};
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/**
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\brief Bitfield that contains a set of raised flags defined in PxPairFlag.
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@see PxPairFlag
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*/
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typedef PxFlags<PxPairFlag::Enum, PxU16> PxPairFlags;
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PX_FLAGS_OPERATORS(PxPairFlag::Enum, PxU16)
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/**
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\brief Collection of flags describing the filter actions to take for a collision pair.
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@see PxFilterFlags PxSimulationFilterShader PxSimulationFilterCallback
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*/
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struct PxFilterFlag
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{
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enum Enum
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{
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/**
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\brief Ignore the collision pair as long as the bounding volumes of the pair objects overlap.
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Killed pairs will be ignored by the simulation and won't run through the filter again until one
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of the following occurs:
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\li The bounding volumes of the two objects overlap again (after being separated)
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\li The user enforces a re-filtering (see #PxScene::resetFiltering())
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@see PxScene::resetFiltering()
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*/
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eKILL = (1<<0),
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/**
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\brief Ignore the collision pair as long as the bounding volumes of the pair objects overlap or until filtering relevant data changes for one of the collision objects.
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Suppressed pairs will be ignored by the simulation and won't make another filter request until one
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of the following occurs:
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\li Same conditions as for killed pairs (see #eKILL)
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\li The filter data or the filter object attributes change for one of the collision objects
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@see PxFilterData PxFilterObjectAttributes
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*/
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eSUPPRESS = (1<<1),
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/**
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\brief Invoke the filter callback (#PxSimulationFilterCallback::pairFound()) for this collision pair.
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@see PxSimulationFilterCallback
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*/
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eCALLBACK = (1<<2),
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/**
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\brief Track this collision pair with the filter callback mechanism.
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When the bounding volumes of the collision pair lose contact, the filter callback #PxSimulationFilterCallback::pairLost()
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will be invoked. Furthermore, the filter status of the collision pair can be adjusted through #PxSimulationFilterCallback::statusChange()
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once per frame (until a pairLost() notification occurs).
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@see PxSimulationFilterCallback
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*/
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eNOTIFY = (1<<3) | eCALLBACK,
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/**
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\brief Provided default to get standard behavior:
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The application configure the pair's collision properties once when bounding volume overlap is found and
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doesn't get asked again about that pair until overlap status or filter properties changes, or re-filtering is requested.
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No notification is provided when bounding volume overlap is lost
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The pair will not be killed or suppressed, so collision detection will be processed
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*/
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eDEFAULT = 0
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};
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|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Bitfield that contains a set of raised flags defined in PxFilterFlag.
|
|
|
|
|
|
|
|
@see PxFilterFlag
|
|
|
|
*/
|
|
|
|
typedef PxFlags<PxFilterFlag::Enum, PxU16> PxFilterFlags;
|
|
|
|
PX_FLAGS_OPERATORS(PxFilterFlag::Enum, PxU16)
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief PxFilterData is user-definable data which gets passed into the collision filtering shader and/or callback.
|
|
|
|
|
|
|
|
@see PxShape.setSimulationFilterData() PxShape.getSimulationFilterData() PxSimulationFilterShader PxSimulationFilterCallback
|
|
|
|
*/
|
|
|
|
struct PxFilterData
|
|
|
|
{
|
2023-08-22 18:25:34 +08:00
|
|
|
//= ATTENTION! =====================================================================================
|
|
|
|
// Changing the data layout of this class breaks the binary serialization format. See comments for
|
|
|
|
// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
|
|
|
|
// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
|
|
|
|
// accordingly.
|
|
|
|
//==================================================================================================
|
|
|
|
|
2023-08-11 10:55:58 +08:00
|
|
|
PX_INLINE PxFilterData(const PxEMPTY)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Default constructor.
|
|
|
|
*/
|
|
|
|
PX_INLINE PxFilterData()
|
|
|
|
{
|
|
|
|
word0 = word1 = word2 = word3 = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Copy constructor.
|
|
|
|
*/
|
|
|
|
PX_INLINE PxFilterData(const PxFilterData& fd) : word0(fd.word0), word1(fd.word1), word2(fd.word2), word3(fd.word3) {}
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Constructor to set filter data initially.
|
|
|
|
*/
|
|
|
|
PX_INLINE PxFilterData(PxU32 w0, PxU32 w1, PxU32 w2, PxU32 w3) : word0(w0), word1(w1), word2(w2), word3(w3) {}
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief (re)sets the structure to the default.
|
|
|
|
*/
|
|
|
|
PX_INLINE void setToDefault()
|
|
|
|
{
|
|
|
|
*this = PxFilterData();
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Assignment operator
|
|
|
|
*/
|
|
|
|
PX_INLINE void operator = (const PxFilterData& fd)
|
|
|
|
{
|
|
|
|
word0 = fd.word0;
|
|
|
|
word1 = fd.word1;
|
|
|
|
word2 = fd.word2;
|
|
|
|
word3 = fd.word3;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Comparison operator to allow use in Array.
|
|
|
|
*/
|
|
|
|
PX_INLINE bool operator == (const PxFilterData& a) const
|
|
|
|
{
|
|
|
|
return a.word0 == word0 && a.word1 == word1 && a.word2 == word2 && a.word3 == word3;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Comparison operator to allow use in Array.
|
|
|
|
*/
|
|
|
|
PX_INLINE bool operator != (const PxFilterData& a) const
|
|
|
|
{
|
|
|
|
return !(a == *this);
|
|
|
|
}
|
|
|
|
|
|
|
|
PxU32 word0;
|
|
|
|
PxU32 word1;
|
|
|
|
PxU32 word2;
|
|
|
|
PxU32 word3;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Identifies each type of filter object.
|
|
|
|
|
|
|
|
@see PxGetFilterObjectType()
|
|
|
|
*/
|
|
|
|
struct PxFilterObjectType
|
|
|
|
{
|
|
|
|
enum Enum
|
|
|
|
{
|
|
|
|
/**
|
|
|
|
\brief A static rigid body
|
|
|
|
@see PxRigidStatic
|
|
|
|
*/
|
|
|
|
eRIGID_STATIC,
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief A dynamic rigid body
|
|
|
|
@see PxRigidDynamic
|
|
|
|
*/
|
|
|
|
eRIGID_DYNAMIC,
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief An articulation
|
|
|
|
@see PxArticulationReducedCoordinate
|
|
|
|
*/
|
|
|
|
eARTICULATION,
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief A particle system
|
|
|
|
@see PxParticleSystem
|
|
|
|
*/
|
|
|
|
ePARTICLESYSTEM,
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief A FEM-based soft body
|
|
|
|
@see PxSoftBody
|
|
|
|
*/
|
|
|
|
eSOFTBODY,
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief A FEM-based cloth
|
|
|
|
\note In development
|
|
|
|
@see PxFEMCloth
|
|
|
|
*/
|
|
|
|
eFEMCLOTH,
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief A hair system
|
|
|
|
\note In development
|
|
|
|
@see PxHairSystem
|
|
|
|
*/
|
|
|
|
eHAIRSYSTEM,
|
|
|
|
|
|
|
|
//! \brief internal use only!
|
|
|
|
eMAX_TYPE_COUNT = 16,
|
|
|
|
|
|
|
|
//! \brief internal use only!
|
|
|
|
eUNDEFINED = eMAX_TYPE_COUNT-1
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// For internal use only
|
|
|
|
struct PxFilterObjectFlag
|
|
|
|
{
|
|
|
|
enum Enum
|
|
|
|
{
|
2023-08-22 18:25:34 +08:00
|
|
|
eKINEMATIC = (1<<4),
|
|
|
|
eTRIGGER = (1<<5)
|
2023-08-11 10:55:58 +08:00
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Structure which gets passed into the collision filtering shader and/or callback providing additional information on objects of a collision pair
|
|
|
|
|
|
|
|
@see PxSimulationFilterShader PxSimulationFilterCallback getActorType() PxFilterObjectIsKinematic() PxFilterObjectIsTrigger()
|
|
|
|
*/
|
|
|
|
typedef PxU32 PxFilterObjectAttributes;
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Extract filter object type from the filter attributes of a collision pair object
|
|
|
|
|
|
|
|
\param[in] attr The filter attribute of a collision pair object
|
|
|
|
\return The type of the collision pair object.
|
|
|
|
|
|
|
|
@see PxFilterObjectType
|
|
|
|
*/
|
|
|
|
PX_INLINE PxFilterObjectType::Enum PxGetFilterObjectType(PxFilterObjectAttributes attr)
|
|
|
|
{
|
|
|
|
return PxFilterObjectType::Enum(attr & (PxFilterObjectType::eMAX_TYPE_COUNT-1));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Specifies whether the collision object belongs to a kinematic rigid body
|
|
|
|
|
|
|
|
\param[in] attr The filter attribute of a collision pair object
|
|
|
|
\return True if the object belongs to a kinematic rigid body, else false
|
|
|
|
|
|
|
|
@see PxRigidBodyFlag::eKINEMATIC
|
|
|
|
*/
|
|
|
|
PX_INLINE bool PxFilterObjectIsKinematic(PxFilterObjectAttributes attr)
|
|
|
|
{
|
|
|
|
return (attr & PxFilterObjectFlag::eKINEMATIC) != 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Specifies whether the collision object is a trigger shape
|
|
|
|
|
|
|
|
\param[in] attr The filter attribute of a collision pair object
|
|
|
|
\return True if the object is a trigger shape, else false
|
|
|
|
|
|
|
|
@see PxShapeFlag::eTRIGGER_SHAPE
|
|
|
|
*/
|
|
|
|
PX_INLINE bool PxFilterObjectIsTrigger(PxFilterObjectAttributes attr)
|
|
|
|
{
|
|
|
|
return (attr & PxFilterObjectFlag::eTRIGGER) != 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Filter method to specify how a pair of potentially colliding objects should be processed.
|
|
|
|
|
|
|
|
Collision filtering is a mechanism to specify how a pair of potentially colliding objects should be processed by the
|
|
|
|
simulation. A pair of objects is potentially colliding if the bounding volumes of the two objects overlap.
|
|
|
|
In short, a collision filter decides whether a collision pair should get processed, temporarily ignored or discarded.
|
|
|
|
If a collision pair should get processed, the filter can additionally specify how it should get processed, for instance,
|
|
|
|
whether contacts should get resolved, which callbacks should get invoked or which reports should be sent etc.
|
|
|
|
The function returns the PxFilterFlag flags and sets the PxPairFlag flags to define what the simulation should do with the given collision pair.
|
|
|
|
|
|
|
|
\note A default implementation of a filter shader is provided in the PhysX extensions library, see #PxDefaultSimulationFilterShader.
|
|
|
|
|
|
|
|
This methods gets called when:
|
|
|
|
\li The bounding volumes of two objects start to overlap.
|
|
|
|
\li The bounding volumes of two objects overlap and the filter data or filter attributes of one of the objects changed
|
|
|
|
\li A re-filtering was forced through resetFiltering() (see #PxScene::resetFiltering())
|
|
|
|
\li Filtering is requested in scene queries
|
|
|
|
|
|
|
|
\note Certain pairs of objects are always ignored and this method does not get called. This is the case for the
|
|
|
|
following pairs:
|
|
|
|
|
|
|
|
\li Pair of static rigid actors
|
|
|
|
\li A static rigid actor and a kinematic actor (unless one is a trigger or if explicitly enabled through PxPairFilteringMode::eKEEP)
|
|
|
|
\li Two kinematic actors (unless one is a trigger or if explicitly enabled through PxPairFilteringMode::eKEEP)
|
|
|
|
\li Two jointed rigid bodies and the joint was defined to disable collision
|
|
|
|
\li Two articulation links if connected through an articulation joint
|
|
|
|
|
|
|
|
\note This is a performance critical method and should be stateless. You should neither access external objects
|
|
|
|
from within this method nor should you call external methods that are not inlined. If you need a more complex
|
|
|
|
logic to filter a collision pair then use the filter callback mechanism for this pair (see #PxSimulationFilterCallback,
|
|
|
|
#PxFilterFlag::eCALLBACK, #PxFilterFlag::eNOTIFY).
|
|
|
|
|
|
|
|
\param[in] attributes0 The filter attribute of the first object
|
|
|
|
\param[in] filterData0 The custom filter data of the first object
|
|
|
|
\param[in] attributes1 The filter attribute of the second object
|
|
|
|
\param[in] filterData1 The custom filter data of the second object
|
|
|
|
\param[out] pairFlags Flags giving additional information on how an accepted pair should get processed
|
|
|
|
\param[in] constantBlock The constant global filter data (see #PxSceneDesc.filterShaderData)
|
|
|
|
\param[in] constantBlockSize Size of the global filter data (see #PxSceneDesc.filterShaderDataSize)
|
|
|
|
\return Filter flags defining whether the pair should be discarded, temporarily ignored, processed and whether the
|
|
|
|
filter callback should get invoked for this pair.
|
|
|
|
|
|
|
|
@see PxSimulationFilterCallback PxFilterData PxFilterObjectAttributes PxFilterFlag PxFilterFlags PxPairFlag PxPairFlags PxSceneDesc.filterShader
|
|
|
|
*/
|
|
|
|
typedef PxFilterFlags (*PxSimulationFilterShader)
|
|
|
|
(PxFilterObjectAttributes attributes0, PxFilterData filterData0,
|
|
|
|
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
|
|
|
|
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Filter callback to specify handling of collision pairs.
|
|
|
|
|
|
|
|
This class is provided to implement more complex and flexible collision pair filtering logic, for instance, taking
|
|
|
|
the state of the user application into account. Filter callbacks also give the user the opportunity to track collision
|
|
|
|
pairs and update their filter state.
|
|
|
|
|
|
|
|
You might want to check the documentation on #PxSimulationFilterShader as well since it includes more general information
|
|
|
|
on filtering.
|
|
|
|
|
|
|
|
\note SDK state should not be modified from within the callbacks. In particular objects should not
|
|
|
|
be created or destroyed. If state modification is needed then the changes should be stored to a buffer
|
|
|
|
and performed after the simulation step.
|
|
|
|
|
|
|
|
\note The callbacks may execute in user threads or simulation threads, possibly simultaneously. The corresponding objects
|
|
|
|
may have been deleted by the application earlier in the frame. It is the application's responsibility to prevent race conditions
|
|
|
|
arising from using the SDK API in the callback while an application thread is making write calls to the scene, and to ensure that
|
|
|
|
the callbacks are thread-safe. Return values which depend on when the callback is called during the frame will introduce nondeterminism
|
|
|
|
into the simulation.
|
|
|
|
|
|
|
|
@see PxSceneDesc.filterCallback PxSimulationFilterShader
|
|
|
|
*/
|
|
|
|
class PxSimulationFilterCallback
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Filter method to specify how a pair of potentially colliding objects should be processed.
|
|
|
|
|
|
|
|
This method gets called when the filter flags returned by the filter shader (see #PxSimulationFilterShader)
|
|
|
|
indicate that the filter callback should be invoked (#PxFilterFlag::eCALLBACK or #PxFilterFlag::eNOTIFY set).
|
|
|
|
Return the PxFilterFlag flags and set the PxPairFlag flags to define what the simulation should do with the given
|
|
|
|
collision pair.
|
|
|
|
|
2023-08-22 18:25:34 +08:00
|
|
|
\param[in] pairID Unique ID of the collision pair used to issue filter status changes for the pair (see #statusChange())
|
|
|
|
\param[in] attributes0 The filter attribute of the first object
|
|
|
|
\param[in] filterData0 The custom filter data of the first object
|
|
|
|
\param[in] a0 Actor pointer of the first object
|
|
|
|
\param[in] s0 Shape pointer of the first object (NULL if the object has no shapes)
|
|
|
|
\param[in] attributes1 The filter attribute of the second object
|
|
|
|
\param[in] filterData1 The custom filter data of the second object
|
|
|
|
\param[in] a1 Actor pointer of the second object
|
|
|
|
\param[in] s1 Shape pointer of the second object (NULL if the object has no shapes)
|
|
|
|
\param[in,out] pairFlags In: Pair flags returned by the filter shader. Out: Additional information on how an accepted pair should get processed
|
2023-08-11 10:55:58 +08:00
|
|
|
\return Filter flags defining whether the pair should be discarded, temporarily ignored or processed and whether the pair
|
|
|
|
should be tracked and send a report on pair deletion through the filter callback
|
|
|
|
|
|
|
|
@see PxSimulationFilterShader PxFilterData PxFilterObjectAttributes PxFilterFlag PxPairFlag
|
|
|
|
*/
|
2023-08-22 18:25:34 +08:00
|
|
|
virtual PxFilterFlags pairFound( PxU32 pairID,
|
|
|
|
PxFilterObjectAttributes attributes0, PxFilterData filterData0, const PxActor* a0, const PxShape* s0,
|
|
|
|
PxFilterObjectAttributes attributes1, PxFilterData filterData1, const PxActor* a1, const PxShape* s1,
|
|
|
|
PxPairFlags& pairFlags) = 0;
|
2023-08-11 10:55:58 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Callback to inform that a tracked collision pair is gone.
|
|
|
|
|
|
|
|
This method gets called when a collision pair disappears or gets re-filtered. Only applies to
|
|
|
|
collision pairs which have been marked as filter callback pairs (#PxFilterFlag::eNOTIFY set in #pairFound()).
|
|
|
|
|
2023-08-22 18:25:34 +08:00
|
|
|
\param[in] pairID Unique ID of the collision pair that disappeared
|
|
|
|
\param[in] attributes0 The filter attribute of the first object
|
|
|
|
\param[in] filterData0 The custom filter data of the first object
|
|
|
|
\param[in] attributes1 The filter attribute of the second object
|
|
|
|
\param[in] filterData1 The custom filter data of the second object
|
|
|
|
\param[in] objectRemoved True if the pair was lost because one of the objects got removed from the scene
|
2023-08-11 10:55:58 +08:00
|
|
|
|
|
|
|
@see pairFound() PxSimulationFilterShader PxFilterData PxFilterObjectAttributes
|
|
|
|
*/
|
2023-08-22 18:25:34 +08:00
|
|
|
virtual void pairLost( PxU32 pairID,
|
|
|
|
PxFilterObjectAttributes attributes0,
|
|
|
|
PxFilterData filterData0,
|
|
|
|
PxFilterObjectAttributes attributes1,
|
|
|
|
PxFilterData filterData1,
|
|
|
|
bool objectRemoved) = 0;
|
2023-08-11 10:55:58 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
\brief Callback to give the opportunity to change the filter state of a tracked collision pair.
|
|
|
|
|
|
|
|
This method gets called once per simulation step to let the application change the filter and pair
|
|
|
|
flags of a collision pair that has been reported in #pairFound() and requested callbacks by
|
|
|
|
setting #PxFilterFlag::eNOTIFY. To request a change of filter status, the target pair has to be
|
|
|
|
specified by its ID, the new filter and pair flags have to be provided and the method should return true.
|
|
|
|
|
|
|
|
\note If this method changes the filter status of a collision pair and the pair should keep being tracked
|
|
|
|
by the filter callbacks then #PxFilterFlag::eNOTIFY has to be set.
|
|
|
|
|
|
|
|
\note The application is responsible to ensure that this method does not get called for pairs that have been
|
|
|
|
reported as lost, see #pairLost().
|
|
|
|
|
2023-08-22 18:25:34 +08:00
|
|
|
\param[out] pairID ID of the collision pair for which the filter status should be changed
|
|
|
|
\param[out] pairFlags The new pairFlags to apply to the collision pair
|
|
|
|
\param[out] filterFlags The new filterFlags to apply to the collision pair
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2023-08-11 10:55:58 +08:00
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\return True if the changes should be applied. In this case the method will get called again. False if
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no more status changes should be done in the current simulation step. In that case the provided flags will be discarded.
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@see pairFound() pairLost() PxFilterFlag PxPairFlag
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*/
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2023-08-22 18:25:34 +08:00
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virtual bool statusChange(PxU32& pairID, PxPairFlags& pairFlags, PxFilterFlags& filterFlags) = 0;
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2023-08-11 10:55:58 +08:00
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protected:
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virtual ~PxSimulationFilterCallback() {}
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};
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struct PxPairFilteringMode
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{
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enum Enum
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{
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/**
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\brief Output pair from BP, potentially send to user callbacks, create regular interaction object.
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Enable contact pair filtering between kinematic/static or kinematic/kinematic rigid bodies.
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By default contacts between these are suppressed (see #PxFilterFlag::eSUPPRESS) and don't get reported to the filter mechanism.
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Use this mode if these pairs should go through the filtering pipeline nonetheless.
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\note This mode is not mutable, and must be set in PxSceneDesc at scene creation.
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*/
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eKEEP,
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/**
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\brief Output pair from BP, create interaction marker. Can be later switched to regular interaction.
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*/
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eSUPPRESS,
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/**
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\brief Don't output pair from BP. Cannot be later switched to regular interaction, needs "resetFiltering" call.
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*/
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eKILL,
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/**
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\brief Default is eSUPPRESS for compatibility with previous PhysX versions.
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*/
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eDEFAULT = eSUPPRESS
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};
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};
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/**
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\brief Struct for storing a particle/vertex - rigid filter pair with comparison operators
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*/
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struct PxParticleRigidFilterPair
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{
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PxU64 mID0; //!< Rigid node index
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PxU64 mID1; //!< Particle/vertex id
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PX_CUDA_CALLABLE bool operator<(const PxParticleRigidFilterPair& other) const
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{
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if(mID0 < other.mID0)
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return true;
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if(mID0 == other.mID0 && mID1 < other.mID1)
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return true;
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return false;
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}
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PX_CUDA_CALLABLE bool operator>(const PxParticleRigidFilterPair& other) const
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{
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if(mID0 > other.mID0)
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return true;
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if(mID0 == other.mID0 && mID1 > other.mID1)
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return true;
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return false;
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}
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PX_CUDA_CALLABLE bool operator==(const PxParticleRigidFilterPair& other) const
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|
{
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return (mID0 == other.mID0 && mID1 == other.mID1);
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}
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};
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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