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PxContactBuffer.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef PX_CONTACTBUFFER_H
30#define PX_CONTACTBUFFER_H
31
32#include "PxPhysXConfig.h"
33#include "geomutils/PxContactPoint.h"
34#include "PxContact.h"
35
36#if !PX_DOXYGEN
37namespace physx
38{
39#endif
40
42 {
43 public:
44
45 static const PxU32 MAX_CONTACTS = 64;
46
47 PxContactPoint contacts[MAX_CONTACTS];
48 PxU32 count;
49 PxU32 pad;
50
51 PX_FORCE_INLINE void reset()
52 {
53 count = 0;
54 }
55
56 PX_FORCE_INLINE bool contact(const PxVec3& worldPoint,
57 const PxVec3& worldNormalIn,
58 PxReal separation,
59 PxU32 faceIndex1 = PXC_CONTACT_NO_FACE_INDEX
60 )
61 {
62 PX_ASSERT(PxAbs(worldNormalIn.magnitude()-1)<1e-3f);
63
64 if(count>=MAX_CONTACTS)
65 return false;
66
67 PxContactPoint& p = contacts[count++];
68 p.normal = worldNormalIn;
69 p.point = worldPoint;
70 p.separation = separation;
71 p.internalFaceIndex1= faceIndex1;
72 return true;
73 }
74
75 PX_FORCE_INLINE bool contact(const PxContactPoint& pt)
76 {
77 if(count>=MAX_CONTACTS)
78 return false;
79 contacts[count++] = pt;
80 return true;
81 }
82
84 {
85 if(count>=MAX_CONTACTS)
86 return NULL;
87 return &contacts[count++];
88 }
89 };
90
91#if !PX_DOXYGEN
92} // namespace physx
93#endif
94
95#endif
Definition PxContactBuffer.h:42
3 Element vector class.
Definition PxVec3.h:50
PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitude() const
returns the magnitude
Definition PxVec3.h:183
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAbs(float a)
abs returns the absolute value of its argument.
Definition PxMath.h:109
Definition PxContactPoint.h:40