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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/SimulationController/src/ScElementSim.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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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')
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+// 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
+}