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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