370 lines
12 KiB
C++
370 lines
12 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_TETRAHEDRON_MESH_H
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#define PX_TETRAHEDRON_MESH_H
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/** \addtogroup geomutils
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@{ */
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#include "foundation/PxVec3.h"
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#include "foundation/PxBounds3.h"
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#include "foundation/PxUserAllocated.h"
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#include "common/PxPhysXCommonConfig.h"
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#include "common/PxBase.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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struct PxTetrahedronMeshFlag
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{
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enum Enum
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{
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e16_BIT_INDICES = (1 << 1) //!< The tetrahedron mesh has 16bits vertex indices
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};
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};
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/**
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\brief collection of set bits defined in PxTetrahedronMeshFlag.
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@see PxTetrahedronMeshFlag
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*/
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typedef PxFlags<PxTetrahedronMeshFlag::Enum, PxU8> PxTetrahedronMeshFlags;
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PX_FLAGS_OPERATORS(PxTetrahedronMeshFlag::Enum, PxU8)
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/**
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\brief A data container providing mass, rest pose and other information required for softbody simulation
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Stores properties of softbody like inverse mass per node, rest pose matrix per tetrahedral element etc.
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Mainly used internally to store runtime data.
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*/
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class PxSoftBodyAuxData : public PxRefCounted
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{
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public:
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/**
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\brief Decrements the reference count of a tetrahedron mesh and releases it if the new reference count is zero.
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@see PxPhysics.createTetrahedronMesh()
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*/
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virtual void release() = 0;
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/**
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\brief Get the inverse mass of each vertex of the tetrahedron mesh.
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\return PxReal* A pointer to an array of inverse mass for each vertex of the tetrahedron mesh. Size: number of vertices * sizeof(PxReal).
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*/
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virtual PxReal* getGridModelInvMass() = 0;
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protected:
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PX_INLINE PxSoftBodyAuxData(PxType concreteType, PxBaseFlags baseFlags) : PxRefCounted(concreteType, baseFlags) {}
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PX_INLINE PxSoftBodyAuxData(PxBaseFlags baseFlags) : PxRefCounted(baseFlags) {}
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virtual ~PxSoftBodyAuxData() {}
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virtual bool isKindOf(const char* name) const { return !::strcmp("PxSoftBodyAuxData", name) || PxRefCounted::isKindOf(name); }
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};
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/**
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\brief A tetramedron mesh, also called a 'tetrahedron soup'.
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It is represented as an indexed tetrahedron list. There are no restrictions on the
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tetrahedron data.
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To avoid duplicating data when you have several instances of a particular
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mesh positioned differently, you do not use this class to represent a
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mesh object directly. Instead, you create an instance of this mesh via
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the PxTetrahedronMeshGeometry and PxShape classes.
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<h3>Creation</h3>
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To create an instance of this class call PxPhysics::createTetrahedronMesh(),
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and release() to delete it. This is only possible
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once you have released all of its PxShape instances.
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<h3>Visualizations:</h3>
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\li #PxVisualizationParameter::eCOLLISION_AABBS
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\li #PxVisualizationParameter::eCOLLISION_SHAPES
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\li #PxVisualizationParameter::eCOLLISION_AXES
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\li #PxVisualizationParameter::eCOLLISION_FNORMALS
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\li #PxVisualizationParameter::eCOLLISION_EDGES
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@see PxTetrahedronMeshDesc PxTetrahedronMeshGeometry PxShape PxPhysics.createTetrahedronMesh()
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*/
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class PxTetrahedronMesh : public PxRefCounted
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{
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public:
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/**
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\brief Returns the number of vertices.
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\return number of vertices
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@see getVertices()
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*/
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virtual PxU32 getNbVertices() const = 0;
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/**
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\brief Returns the vertices
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\return array of vertices
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@see getNbVertices()
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*/
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virtual const PxVec3* getVertices() const = 0;
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/**
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\brief Returns the number of tetrahedrons.
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\return number of tetrahedrons
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@see getTetrahedrons()
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*/
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virtual PxU32 getNbTetrahedrons() const = 0;
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/**
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\brief Returns the tetrahedron indices.
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The indices can be 16 or 32bit depending on the number of tetrahedrons in the mesh.
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Call getTetrahedronMeshFlags() to know if the indices are 16 or 32 bits.
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The number of indices is the number of tetrahedrons * 4.
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\return array of tetrahedrons
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@see getNbTetrahedron() getTetrahedronMeshFlags() getTetrahedraRemap()
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*/
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virtual const void* getTetrahedrons() const = 0;
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/**
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\brief Reads the PxTetrahedronMesh flags.
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See the list of flags #PxTetrahedronMeshFlags
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\return The values of the PxTetrahedronMesh flags.
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*/
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virtual PxTetrahedronMeshFlags getTetrahedronMeshFlags() const = 0;
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/**
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\brief Returns the tetrahedra remapping table.
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The tetrahedra are internally sorted according to various criteria. Hence the internal tetrahedron order
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does not always match the original (user-defined) order. The remapping table helps finding the old
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indices knowing the new ones:
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remapTable[ internalTetrahedronIndex ] = originalTetrahedronIndex
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\return the remapping table (or NULL if 'PxCookingParams::suppressTriangleMeshRemapTable' has been used)
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@see getNbTetrahedron() getTetrahedrons() PxCookingParams::suppressTriangleMeshRemapTable
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*/
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virtual const PxU32* getTetrahedraRemap() const = 0;
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/**
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\brief Returns the local-space (vertex space) AABB from the tetrahedron mesh.
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\return local-space bounds
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*/
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virtual PxBounds3 getLocalBounds() const = 0;
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/**
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\brief Decrements the reference count of a tetrahedron mesh and releases it if the new reference count is zero.
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@see PxPhysics.createTetrahedronMesh()
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*/
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virtual void release() = 0;
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protected:
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PX_INLINE PxTetrahedronMesh(PxType concreteType, PxBaseFlags baseFlags) : PxRefCounted(concreteType, baseFlags) {}
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PX_INLINE PxTetrahedronMesh(PxBaseFlags baseFlags) : PxRefCounted(baseFlags) {}
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virtual ~PxTetrahedronMesh() {}
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virtual bool isKindOf(const char* name) const { return !::strcmp("PxTetrahedronMesh", name) || PxRefCounted::isKindOf(name); }
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};
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/**
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\brief A softbody mesh, containing structures to store collision shape, simulation shape and deformation state
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The class bundles shapes and deformation state of a softbody that is simulated using FEM. The meshes used for
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collision detection and for the FEM calculations are both tetrahedral meshes. While collision detection requires
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a mesh that matches the surface of the simulated body as exactly as possible, the simulation mesh has more freedom
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such that it can be optimized for tetrahedra without small angles and nodes that aren't shared by too many elements.
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<h3>Creation</h3>
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To create an instance of this class call PxPhysics::createSoftBodyMesh(),
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and release() to delete it. This is only possible
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once you have released all of its PxShape instances.
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*/
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class PxSoftBodyMesh : public PxRefCounted
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{
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public:
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/**
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\brief Const accecssor to the softbody's collision mesh.
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@see PxTetrahedronMesh
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*/
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virtual const PxTetrahedronMesh* getCollisionMesh() const = 0;
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/**
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\brief Accecssor to the softbody's collision mesh.
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@see PxTetrahedronMesh
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*/
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virtual PxTetrahedronMesh* getCollisionMesh() = 0;
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/**
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\brief Const accessor to the softbody's simulation mesh.
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@see PxTetrahedronMesh
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*/
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virtual const PxTetrahedronMesh* getSimulationMesh() const = 0;
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/**
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\brief Accecssor to the softbody's simulation mesh.
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@see PxTetrahedronMesh
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*/
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virtual PxTetrahedronMesh* getSimulationMesh() = 0;
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/**
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\brief Const accessor to the softbodies simulation state.
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@see PxSoftBodyAuxData
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*/
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virtual const PxSoftBodyAuxData* getSoftBodyAuxData() const = 0;
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/**
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\brief Accessor to the softbody's auxilary data like mass and rest pose information
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@see PxSoftBodyAuxData
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*/
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virtual PxSoftBodyAuxData* getSoftBodyAuxData() = 0;
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/**
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\brief Decrements the reference count of a tetrahedron mesh and releases it if the new reference count is zero.
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@see PxPhysics.createTetrahedronMesh()
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*/
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virtual void release() = 0;
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protected:
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PX_INLINE PxSoftBodyMesh(PxType concreteType, PxBaseFlags baseFlags) : PxRefCounted(concreteType, baseFlags) {}
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PX_INLINE PxSoftBodyMesh(PxBaseFlags baseFlags) : PxRefCounted(baseFlags) {}
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virtual ~PxSoftBodyMesh() {}
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virtual bool isKindOf(const char* name) const { return !::strcmp("PxSoftBodyMesh", name) || PxRefCounted::isKindOf(name); }
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};
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/**
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\brief Contains information about how to update the collision mesh's vertices given a deformed simulation tetmesh.
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@see PxTetrahedronMeshData
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*/
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class PxCollisionMeshMappingData : public PxUserAllocated
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{
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public:
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virtual void release() = 0;
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virtual ~PxCollisionMeshMappingData() {}
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};
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/**
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\brief Stores data to accelerate collision detection of a tetrahedral mesh
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@see PxTetrahedronMeshData
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*/
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class PxSoftBodyCollisionData : public PxUserAllocated
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{
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};
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/**
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\brief Contains raw geometry information describing the tetmesh's vertices and its elements (tetrahedra)
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@see PxTetrahedronMeshData
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*/
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class PxTetrahedronMeshData : public PxUserAllocated
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{
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};
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/**
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\brief Stores data to compute and store the state of a deformed tetrahedral mesh
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@see PxTetrahedronMeshData
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*/
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class PxSoftBodySimulationData : public PxUserAllocated
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{
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};
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/**
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\brief Conbines PxTetrahedronMeshData and PxSoftBodyCollisionData
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@see PxTetrahedronMeshData PxSoftBodyCollisionData
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*/
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class PxCollisionTetrahedronMeshData : public PxUserAllocated
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{
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public:
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virtual const PxTetrahedronMeshData* getMesh() const = 0;
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virtual PxTetrahedronMeshData* getMesh() = 0;
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virtual const PxSoftBodyCollisionData* getData() const = 0;
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virtual PxSoftBodyCollisionData* getData() = 0;
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virtual void release() = 0;
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virtual ~PxCollisionTetrahedronMeshData() {}
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};
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/**
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\brief Conbines PxTetrahedronMeshData and PxSoftBodyCollisionData
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@see PxTetrahedronMeshData PxSoftBodySimulationData
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*/
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class PxSimulationTetrahedronMeshData : public PxUserAllocated
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{
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public:
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virtual PxTetrahedronMeshData* getMesh() = 0;
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virtual PxSoftBodySimulationData* getData() = 0;
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virtual void release() = 0;
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virtual ~PxSimulationTetrahedronMeshData() {}
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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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