196 lines
7.8 KiB
C++
196 lines
7.8 KiB
C++
// 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_GEOMETRY_HIT_H
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#define PX_GEOMETRY_HIT_H
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/** \addtogroup scenequery
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@{
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*/
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#include "foundation/PxVec3.h"
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#include "foundation/PxFlags.h"
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#include "common/PxPhysXCommonConfig.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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/**
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\brief Scene query and geometry query behavior flags.
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PxHitFlags are used for 3 different purposes:
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1) To request hit fields to be filled in by scene queries (such as hit position, normal, face index or UVs).
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2) Once query is completed, to indicate which fields are valid (note that a query may produce more valid fields than requested).
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3) To specify additional options for the narrow phase and mid-phase intersection routines.
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All these flags apply to both scene queries and geometry queries (PxGeometryQuery).
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@see PxRaycastHit PxSweepHit PxOverlapHit PxScene.raycast PxScene.sweep PxScene.overlap PxGeometryQuery PxFindFaceIndex
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*/
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struct PxHitFlag
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{
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enum Enum
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{
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ePOSITION = (1<<0), //!< "position" member of #PxQueryHit is valid
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eNORMAL = (1<<1), //!< "normal" member of #PxQueryHit is valid
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eUV = (1<<3), //!< "u" and "v" barycentric coordinates of #PxQueryHit are valid. Not applicable to sweep queries.
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eASSUME_NO_INITIAL_OVERLAP = (1<<4), //!< Performance hint flag for sweeps when it is known upfront there's no initial overlap.
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//!< NOTE: using this flag may cause undefined results if shapes are initially overlapping.
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eANY_HIT = (1<<5), //!< Report any first hit. Used for geometries that contain more than one primitive. For meshes,
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//!< if neither eMESH_MULTIPLE nor eANY_HIT is specified, a single closest hit will be reported.
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eMESH_MULTIPLE = (1<<6), //!< Report all hits for meshes rather than just the first. Not applicable to sweep queries.
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eMESH_ANY = eANY_HIT, //!< @deprecated Deprecated, please use eANY_HIT instead.
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eMESH_BOTH_SIDES = (1<<7), //!< Report hits with back faces of mesh triangles. Also report hits for raycast
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//!< originating on mesh surface and facing away from the surface normal. Not applicable to sweep queries.
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//!< Please refer to the user guide for heightfield-specific differences.
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ePRECISE_SWEEP = (1<<8), //!< Use more accurate but slower narrow phase sweep tests.
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//!< May provide better compatibility with PhysX 3.2 sweep behavior.
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eMTD = (1<<9), //!< Report the minimum translation depth, normal and contact point.
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eFACE_INDEX = (1<<10), //!< "face index" member of #PxQueryHit is valid
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eDEFAULT = ePOSITION|eNORMAL|eFACE_INDEX,
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/** \brief Only this subset of flags can be modified by pre-filter. Other modifications will be discarded. */
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eMODIFIABLE_FLAGS = eMESH_MULTIPLE|eMESH_BOTH_SIDES|eASSUME_NO_INITIAL_OVERLAP|ePRECISE_SWEEP
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};
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};
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/**
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\brief collection of set bits defined in PxHitFlag.
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@see PxHitFlag
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*/
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PX_FLAGS_TYPEDEF(PxHitFlag, PxU16)
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/**
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\brief Scene query hit information.
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*/
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struct PxQueryHit
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{
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PX_INLINE PxQueryHit() : faceIndex(0xFFFFffff) {}
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/**
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Face index of touched triangle, for triangle meshes, convex meshes and height fields.
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\note This index will default to 0xFFFFffff value for overlap queries.
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\note Please refer to the user guide for more details for sweep queries.
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\note This index is remapped by mesh cooking. Use #PxTriangleMesh::getTrianglesRemap() to convert to original mesh index.
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\note For convex meshes use #PxConvexMesh::getPolygonData() to retrieve touched polygon data.
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*/
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PxU32 faceIndex;
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};
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/**
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\brief Scene query hit information for raycasts and sweeps returning hit position and normal information.
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::PxHitFlag flags can be passed to scene query functions, as an optimization, to cause the SDK to
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only generate specific members of this structure.
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*/
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struct PxLocationHit : PxQueryHit
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{
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PX_INLINE PxLocationHit() : flags(0), position(PxVec3(0)), normal(PxVec3(0)), distance(PX_MAX_REAL) {}
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/**
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\note For raycast hits: true for shapes overlapping with raycast origin.
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\note For sweep hits: true for shapes overlapping at zero sweep distance.
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@see PxRaycastHit PxSweepHit
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*/
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PX_INLINE bool hadInitialOverlap() const { return (distance <= 0.0f); }
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// the following fields are set in accordance with the #PxHitFlags
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PxHitFlags flags; //!< Hit flags specifying which members contain valid values.
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PxVec3 position; //!< World-space hit position (flag: #PxHitFlag::ePOSITION)
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PxVec3 normal; //!< World-space hit normal (flag: #PxHitFlag::eNORMAL)
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/**
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\brief Distance to hit.
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\note If the eMTD flag is used, distance will be a negative value if shapes are overlapping indicating the penetration depth.
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\note Otherwise, this value will be >= 0 */
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PxF32 distance;
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};
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/**
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\brief Stores results of raycast queries.
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::PxHitFlag flags can be passed to raycast function, as an optimization, to cause the SDK to only compute specified members of this
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structure.
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Some members like barycentric coordinates are currently only computed for triangle meshes and height fields, but next versions
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might provide them in other cases. The client code should check #flags to make sure returned values are valid.
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@see PxScene.raycast
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*/
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struct PxGeomRaycastHit : PxLocationHit
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{
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PX_INLINE PxGeomRaycastHit() : u(0.0f), v(0.0f) {}
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// the following fields are set in accordance with the #PxHitFlags
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PxReal u, v; //!< barycentric coordinates of hit point, for triangle mesh and height field (flag: #PxHitFlag::eUV)
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};
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/**
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\brief Stores results of overlap queries.
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@see PxScene.overlap
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*/
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struct PxGeomOverlapHit : PxQueryHit
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{
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PX_INLINE PxGeomOverlapHit() {}
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};
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/**
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\brief Stores results of sweep queries.
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@see PxScene.sweep
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*/
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struct PxGeomSweepHit : PxLocationHit
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{
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PX_INLINE PxGeomSweepHit() {}
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};
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/**
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\brief Pair of indices, typically either object or triangle indices.
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*/
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struct PxGeomIndexPair
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{
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PX_FORCE_INLINE PxGeomIndexPair() {}
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PX_FORCE_INLINE PxGeomIndexPair(PxU32 _id0, PxU32 _id1) : id0(_id0), id1(_id1) {}
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PxU32 id0, id1;
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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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