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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/SimulationController/src/ScElementSim.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/SimulationController/src/ScElementSim.cpp')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/ScElementSim.cpp | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScElementSim.cpp b/PhysX_3.4/Source/SimulationController/src/ScElementSim.cpp new file mode 100644 index 00000000..a12300e4 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/ScElementSim.cpp @@ -0,0 +1,151 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + + +#include "PsFoundation.h" +#include "PxsContext.h" +#include "BpSimpleAABBManager.h" +#include "ScElementSim.h" +#include "ScElementSimInteraction.h" +#include "ScSqBoundsManager.h" +#include "ScSimStats.h" + +using namespace physx; +using namespace Sc; + +static PX_FORCE_INLINE bool interactionHasElement(const Interaction* it, const ElementSim* elem) +{ + if(it->readInteractionFlag(InteractionFlag::eELEMENT_ELEMENT)) + { +#if PX_USE_PARTICLE_SYSTEM_API + PX_ASSERT( (it->getType() == InteractionType::eMARKER) || + (it->getType() == InteractionType::eOVERLAP) || + (it->getType() == InteractionType::eTRIGGER) || + (it->getType() == InteractionType::ePARTICLE_BODY) ); +#else + PX_ASSERT( (it->getType() == InteractionType::eMARKER) || + (it->getType() == InteractionType::eOVERLAP) || + (it->getType() == InteractionType::eTRIGGER) ); +#endif + const ElementSimInteraction* ei = static_cast<const ElementSimInteraction*>(it); + if((&ei->getElement0() == elem) || (&ei->getElement1() == elem)) + return true; + } + return false; +} + +Sc::ElementSimInteraction* Sc::ElementSim::ElementInteractionIterator::getNext() +{ + while(mInteractions!=mInteractionsLast) + { + Interaction* it = *mInteractions++; + if(interactionHasElement(it, mElement)) + return static_cast<ElementSimInteraction*>(it); + } + return NULL; +} + +Sc::ElementSimInteraction* Sc::ElementSim::ElementInteractionReverseIterator::getNext() +{ + while(mInteractions!=mInteractionsLast) + { + Interaction* it = *--mInteractionsLast; + if(interactionHasElement(it, mElement)) + return static_cast<ElementSimInteraction*>(it); + } + return NULL; +} + +Sc::ElementSim::ElementSim(ActorSim& actor, ElementType::Enum type) : + mNextInActor (NULL), + mActor (actor), + mType (Ps::to8(type)), + mInBroadPhase (false) +{ + initID(); + + PX_ASSERT((type & 0x03) == type); // we use 2 bits to store + + actor.onElementAttach(*this); +} + +Sc::ElementSim::~ElementSim() +{ + PX_ASSERT(!mInBroadPhase); + releaseID(); + mActor.onElementDetach(*this); +} + +void Sc::ElementSim::setElementInteractionsDirty(InteractionDirtyFlag::Enum flag, PxU8 interactionFlag) +{ + ElementSim::ElementInteractionIterator iter = getElemInteractions(); + ElementSimInteraction* interaction = iter.getNext(); + while(interaction) + { + if (interaction->readInteractionFlag(interactionFlag)) + { + static_cast<ElementSimInteraction*>(interaction)->setDirty(flag); + } + + interaction = iter.getNext(); + } +} + +// we pun these constants in order to increment the stats when adding and removing from BP +PX_COMPILE_TIME_ASSERT(PxU32(PxSimulationStatistics::eRIGID_BODY) == PxU32(Sc::ElementType::eSHAPE)); +PX_COMPILE_TIME_ASSERT(PxU32(PxSimulationStatistics::eCLOTH) == PxU32(Sc::ElementType::eCLOTH)); +PX_COMPILE_TIME_ASSERT(PxU32(PxSimulationStatistics::ePARTICLE_SYSTEM) == PxU32(Sc::ElementType::ePARTICLE_PACKET)); + +void Sc::ElementSim::addToAABBMgr(PxReal contactDistance, PxU32 group, bool isTrigger) +{ + Sc::Scene& scene = getScene(); + bool success = scene.getAABBManager()->addBounds(mElementID, contactDistance, group, this, mActor.getActorCore().getAggregateID(), isTrigger ? PxU8(Sc::ElementType::eTRIGGER) : PxU8(mType) ); + if (!success) + { + Ps::getFoundation().error(PxErrorCode::eINTERNAL_ERROR, __FILE__, __LINE__, "Unable to create broadphase entity because only 32768 shapes are supported"); + return; + } + mInBroadPhase = true; +#if PX_ENABLE_SIM_STATS + scene.getStatsInternal().incBroadphaseAdds(PxSimulationStatistics::VolumeType(getElementType())); +#endif +} + +void Sc::ElementSim::removeFromAABBMgr() +{ + PX_ASSERT(mInBroadPhase); + Sc::Scene& scene = getScene(); + scene.getAABBManager()->removeBounds(mElementID); + scene.getAABBManager()->getChangedAABBMgActorHandleMap().growAndReset(mElementID); + + mInBroadPhase = false; +#if PX_ENABLE_SIM_STATS + scene.getStatsInternal().incBroadphaseRemoves(PxSimulationStatistics::VolumeType(getElementType())); +#endif +} |