[1378] | 1 | #ifndef NX_PHYSICS_NXRAYCAST
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| 2 | #define NX_PHYSICS_NXRAYCAST
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| 3 | /** \addtogroup physics
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| 4 | @{
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| 5 | */
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| 6 |
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| 7 | #include "Nxp.h"
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| 8 | class NxShape;
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| 9 |
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| 10 |
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| 11 | /**
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| 12 | Used to specify which types(static or dynamic) of shape to test against when used with raycasting and
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| 13 | overlap test methods in #NxScene.
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| 14 |
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| 15 | @see NxScene NxScene.raycastAllBounds() NxScene.raycastAllShapes() NxScene.raycastClosestBounds()
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| 16 | NxScene.raycastClosestShape() NxScene.raycastAnyBounds() NxScene.raycastAnyShape() NxScene.overlapSphereShapes()
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| 17 | NxScene.overlapAABBShapes()
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| 18 | */
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| 19 | enum NxShapesType
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| 20 | {
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| 21 | NX_STATIC_SHAPES = (1<<0), //!< Hits static shapes
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| 22 | NX_DYNAMIC_SHAPES = (1<<1), //!< Hits dynamic shapes
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| 23 | NX_ALL_SHAPES = NX_STATIC_SHAPES|NX_DYNAMIC_SHAPES //!< Hits both static & dynamic shapes
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| 24 | };
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| 25 |
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| 26 | /**
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| 27 |
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| 28 | Specifies which members of #NxRaycastHit which should be generated(when used as hint flags for raycasting methods)
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| 29 | or which members have been generated when checking the flags member of #NxRaycastHit.
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| 30 |
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| 31 | @see NxRaycastHit
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| 32 | */
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| 33 | enum NxRaycastBit
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| 34 | {
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| 35 | NX_RAYCAST_SHAPE = (1<<0), //!< "shape" member of #NxRaycastHit is valid
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| 36 | NX_RAYCAST_IMPACT = (1<<1), //!< "worldImpact" member of #NxRaycastHit is valid
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| 37 | NX_RAYCAST_NORMAL = (1<<2), //!< "worldNormal" member of #NxRaycastHit is valid
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| 38 | NX_RAYCAST_FACE_INDEX = (1<<3), //!< "faceID" member of #NxRaycastHit is valid
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| 39 | NX_RAYCAST_DISTANCE = (1<<4), //!< "distance" member of #NxRaycastHit is valid
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| 40 | NX_RAYCAST_UV = (1<<5), //!< "u" and "v" members of #NxRaycastHit are valid
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| 41 | NX_RAYCAST_FACE_NORMAL = (1<<6), //!< Same as NX_RAYCAST_NORMAL but computes a non-smoothed normal
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| 42 | NX_RAYCAST_MATERIAL = (1<<7), //!< "material" member of #NxRaycastHit is valid
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| 43 | };
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| 44 |
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| 45 | /**
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| 46 | \brief This structure captures results for a single raycast query.
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| 47 |
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| 48 | All members of the NxRaycastHit structure are not always available. For example when the ray hits a sphere,
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| 49 | the faceID member is not computed. Also, when raycasting against bounds (AABBs) instead of actual shapes,
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| 50 | some members are not available either.
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| 51 |
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| 52 | Some members like barycentric coordinates are currently only computed for triangle meshes, but next versions
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| 53 | might provide them in other cases. The client code should check #flags to make sure returned values are
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| 54 | relevant.
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| 55 |
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| 56 | When used as hint flags in raycasting queries, those bits control what the user would like to see computed
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| 57 | in the NxRaycastHit structure. For example, you might tell the SDK to compute impact normals using the
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| 58 | NX_RAYCAST_NORMAL hint flag. It's usually faster to let the SDK do it, instead of fetching relevant data
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| 59 | again in the client app. However all users may not need this information. In this case, just omit this flag
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| 60 | and corresponding member of ::NxRaycastHit will not be computed internally - saving processing time.
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| 61 |
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| 62 | Note that NX_RAYCAST_NORMAL computes a smoothed normal, while NX_RAYCAST_FACE_NORMAL only returns the usual
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| 63 | normal of a triangle (i.e. the normalized cross product of two edges).
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| 64 |
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| 65 | See #NxScene and #NxShape for raycasting methods.
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| 66 |
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| 67 | <b>Threading:</b> It is not necessary to make this class thread safe as it will only be called in the context of the
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| 68 | user thread.
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| 69 |
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| 70 |
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| 71 | @see NxScene.raycastAllBounds
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| 72 | @see NxScene.raycastAllShapes
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| 73 | @see NxScene.raycastClosestBounds
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| 74 | @see NxScene.raycastClosestShape
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| 75 | */
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| 76 | struct NxRaycastHit
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| 77 | {
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| 78 | /**
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| 79 | Touched shape (associated flags: NX_RAYCAST_SHAPE)
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| 80 |
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| 81 | @see flags
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| 82 | */
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| 83 | NxShape* shape;
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| 84 |
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| 85 | /**
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| 86 | Impact point in world space (associated flags: NX_RAYCAST_IMPACT)
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| 87 |
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| 88 | @see flags
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| 89 | */
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| 90 | NxVec3 worldImpact;
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| 91 |
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| 92 | /**
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| 93 | Impact normal in world space (associated flags: NX_RAYCAST_NORMAL / NX_RAYCAST_FACE_NORMAL)
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| 94 |
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| 95 | For #NxConvexShape and #NxTriangleMeshShape NX_RAYCAST_NORMAL generates a smooth normal. If a true
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| 96 | face normal is required use NX_RAYCAST_FACE_NORMAL instead when specifying hint flags to a raycast method.
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| 97 |
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| 98 | @see flags
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| 99 | */
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| 100 | NxVec3 worldNormal;
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| 101 |
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| 102 | /**
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| 103 | Index of touched face (associated flags: NX_RAYCAST_FACE_INDEX)
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| 104 |
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| 105 | The face index is for the mesh <b>before</b> cooking. During the cooking process faces are moved
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| 106 | around which changes there index. However the SDK stores a table which is used to map the index to the original
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| 107 | mesh before it is returned for a raycast hit.
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| 108 |
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| 109 | @see flags internalFaceID
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| 110 | */
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| 111 | NxU32 faceID;
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| 112 |
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| 113 | /**
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| 114 | Index of touched face (associated flags: NX_RAYCAST_FACE_INDEX)
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| 115 |
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| 116 | The face index is for the mesh after cooking. This corresponds to the face returned by saveToDesc() or otherwise
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| 117 | retrieved from the triangle mesh(which may differ from the face index before cooking as cooking can re-arrange face
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| 118 | indices).
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| 119 |
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| 120 | @see flags faceID
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| 121 | */
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| 122 | NxU32 internalFaceID;
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| 123 |
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| 124 | /**
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| 125 | Distance from ray start to impact point (associated flags: NX_RAYCAST_DISTANCE)
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| 126 |
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| 127 | @see flags
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| 128 | */
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| 129 | NxReal distance;
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| 130 |
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| 131 | /**
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| 132 | Impact barycentric coordinates (associated flags: NX_RAYCAST_UV)
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| 133 |
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| 134 | @see flags
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| 135 | */
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| 136 | NxReal u,v;
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| 137 |
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| 138 | /**
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| 139 | Index of touched material (associated flags: NX_RAYCAST_MATERIAL)
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| 140 |
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| 141 | @see flags
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| 142 | */
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| 143 | NxMaterialIndex materialIndex;
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| 144 |
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| 145 | /**
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| 146 | Combination of ::NxRaycastBit, when a corresponding flag is set, then the member is valid.
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| 147 |
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| 148 | ::NxRaycastBit flags can be passed to raycasting functions, as an optimization, to cause Novodex to
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| 149 | only generate specific members of this structure.
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| 150 | */
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| 151 | NxU32 flags;
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| 152 | };
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| 153 |
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| 154 | /**
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| 155 | \brief The user needs to pass an instance of this class to several of the ray casting routines in
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| 156 | NxScene.
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| 157 |
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| 158 | Its onHit method will be called for each shape that the ray intersects.
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| 159 |
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| 160 | Example:
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| 161 |
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| 162 | \include NxUserRaycastReport_Usage.cpp
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| 163 |
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| 164 | @see NxScene.raycastAllBounds
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| 165 | @see NxScene.raycastAllShapes
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| 166 | */
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| 167 | class NxUserRaycastReport
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| 168 | {
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| 169 | public:
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| 170 |
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| 171 | /**
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| 172 | \brief This method is called for each shape hit by the raycast.
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| 173 |
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| 174 | If onHit returns true, it may be called again with the next shape that was stabbed.
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| 175 | If it returns false, no further shapes are returned, and the raycast is concluded.
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| 176 |
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| 177 | \param[in] hits The data corresponding to the ray intersection. See #NxRaycastHit.
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| 178 | \return True to continue the raycast. False to abort.
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| 179 |
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| 180 | <b>Platform:</b>
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| 181 | \li PC SW: Yes
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| 182 | \li PPU : No
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| 183 | \li PS3 : Yes
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| 184 | \li XB360: Yes
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| 185 |
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| 186 | @see NxScene.raycastAllBounds
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| 187 | @see NxScene.raycastAllShapes
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| 188 | */
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| 189 | virtual bool onHit(const NxRaycastHit& hits) = 0;
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| 190 | };
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| 191 |
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| 192 | /** @} */
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| 193 | #endif
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| 194 |
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| 195 |
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| 196 | //AGCOPYRIGHTBEGIN
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| 197 | ///////////////////////////////////////////////////////////////////////////
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| 198 | // Copyright © 2005 AGEIA Technologies.
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| 199 | // All rights reserved. www.ageia.com
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| 200 | ///////////////////////////////////////////////////////////////////////////
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| 201 | //AGCOPYRIGHTEND
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| 202 |
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