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346 lines
14 KiB
C
Executable File
346 lines
14 KiB
C
Executable File
#ifndef CPxContactPairHeader_H
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#define CPxContactPairHeader_H
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#include "CPxShape.h"
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#include "CPxRigidActor.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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enum CPxContactPairFlag
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{
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/**
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\brief The shape with index 0 has been removed from the actor/scene.
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*/
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CPxContactPairFlag_eREMOVED_SHAPE_0 = (1 << 0),
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/**
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\brief The shape with index 1 has been removed from the actor/scene.
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*/
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CPxContactPairFlag_eREMOVED_SHAPE_1 = (1 << 1),
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/**
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\brief First actor pair contact.
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The provided shape pair marks the first contact between the two actors, no other shape pair has been touching prior to the current simulation frame.
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\note: This info is only available if #PxPairFlag::eNOTIFY_TOUCH_FOUND has been declared for the pair.
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*/
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CPxContactPairFlag_eACTOR_PAIR_HAS_FIRST_TOUCH = (1 << 2),
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/**
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\brief All contact between the actor pair was lost.
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All contact between the two actors has been lost, no shape pairs remain touching after the current simulation frame.
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*/
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CPxContactPairFlag_eACTOR_PAIR_LOST_TOUCH = (1 << 3),
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/**
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\brief Internal flag, used by #PxContactPair.extractContacts()
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The applied contact impulses are provided for every contact point.
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This is the case if #PxPairFlag::eSOLVE_CONTACT has been set for the pair.
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*/
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CPxContactPairFlag_eINTERNAL_HAS_IMPULSES = (1 << 4),
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/**
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\brief Internal flag, used by #PxContactPair.extractContacts()
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The provided contact point information is flipped with regards to the shapes of the contact pair. This mainly concerns the order of the internal triangle indices.
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*/
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CPxContactPairFlag_eINTERNAL_CONTACTS_ARE_FLIPPED = (1 << 5)
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};
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enum CPxPairFlags
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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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_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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CPxPairFlags_eCONTACT_EVENT_POSE = (1 << 14),
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CPxPairFlags_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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CPxPairFlags_eCONTACT_DEFAULT = CPxPairFlags_eSOLVE_CONTACT | CPxPairFlags_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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CPxPairFlags_eTRIGGER_DEFAULT = CPxPairFlags_eNOTIFY_TOUCH_FOUND | CPxPairFlags_eNOTIFY_TOUCH_LOST | CPxPairFlags_eDETECT_DISCRETE_CONTACT
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};
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struct CPxContactPairPoint
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{
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/**
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\brief The position of the contact point between the shapes, in world space.
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*/
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CSTRUCT CPxVec3 position;
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/**
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\brief The separation of the shapes at the contact point. A negative separation denotes a penetration.
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*/
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CPxReal separation;
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/**
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\brief The normal of the contacting surfaces at the contact point. The normal direction points from the second shape to the first shape.
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*/
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CSTRUCT CPxVec3 normal;
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/**
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\brief The surface index of shape 0 at the contact point. This is used to identify the surface material.
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*/
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CPxU32 internalFaceIndex0;
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/**
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\brief The impulse applied at the contact point, in world space. Divide by the simulation time step to get a force value.
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*/
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CSTRUCT CPxVec3 impulse;
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/**
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\brief The surface index of shape 1 at the contact point. This is used to identify the surface material.
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*/
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CPxU32 internalFaceIndex1;
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};
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struct CPxContactPair
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{
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CSTRUCT CPxShape shapes[2];
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CPxU8* contactPatches;
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CPxU8* contactPoints;
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CPxReal* contactImpulses;
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CPxU32 requiredBufferSize;
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CPxU8 contactCount;
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CPxU8 patchCount;
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CPxU16 contactStreamSize;
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CENUM CPxPairFlags events;
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CENUM CPxContactPairFlag flags;
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CSTRUCT CPxContactPairPoint* extractedContactPoints;
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};
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enum CPxContactPairHeaderFlag
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{
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CPxContactPairHeaderFlag_eREMOVED_ACTOR_0 = (1 << 0), //!< The actor with index 0 has been removed from the scene.
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CPxContactPairHeaderFlag_eREMOVED_ACTOR_1 = (1 << 1) //!< The actor with index 1 has been removed from the scene.
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};
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struct CPxContactPairHeader
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{
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CSTRUCT CPxRigidActor actors[2];
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CPxU8* extraDataStream;
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CPxU16 extraDataStreamSize;
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CENUM CPxContactPairHeaderFlag flags;
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CSTRUCT CPxContactPair* pairs;
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CPxU32 nbPairs;
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};
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#ifdef __cplusplus
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}
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#endif
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#endif // !1
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