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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.h
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]
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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.
+
+
+#ifndef PX_PHYSICS_SCP_ELEMENT_SIM
+#define PX_PHYSICS_SCP_ELEMENT_SIM
+
+#include "PsUserAllocated.h"
+#include "PxFiltering.h"
+#include "PxvConfig.h"
+#include "ScActorSim.h"
+#include "ScInteraction.h"
+#include "BpSimpleAABBManager.h"
+#include "ScObjectIDTracker.h"
+
+namespace physx
+{
+namespace Sc
+{
+ class ElementSimInteraction;
+
+ struct ElementType
+ {
+ enum Enum
+ {
+ eSHAPE = 0,
+#if PX_USE_PARTICLE_SYSTEM_API
+ ePARTICLE_PACKET,
+#endif
+#if PX_USE_CLOTH_API
+ eCLOTH,
+#endif
+ eCOUNT,
+ eTRIGGER = eCOUNT
+ };
+ };
+
+ PX_COMPILE_TIME_ASSERT(ElementType::eCOUNT <= 4); //2 bits reserved for type on win32 and win64 (8 bits on other platforms)
+
+ /*
+ A ElementSim is a part of a ActorSim. It contributes to the activation framework by adding its
+ interactions to the actor. */
+ PX_ALIGN_PREFIX(16)
+ class ElementSim : public Ps::UserAllocated
+ {
+ PX_NOCOPY(ElementSim)
+
+ public:
+ class ElementInteractionIterator
+ {
+ public:
+ PX_FORCE_INLINE ElementInteractionIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) :
+ mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
+ ElementSimInteraction* getNext();
+
+ private:
+ Interaction** mInteractions;
+ Interaction** mInteractionsLast;
+ const ElementSim* mElement;
+ };
+
+ class ElementInteractionReverseIterator
+ {
+ public:
+ PX_FORCE_INLINE ElementInteractionReverseIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) :
+ mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
+ ElementSimInteraction* getNext();
+
+ private:
+ Interaction** mInteractions;
+ Interaction** mInteractionsLast;
+ const ElementSim* mElement;
+ };
+
+
+ ElementSim(ActorSim& actor, ElementType::Enum type);
+ virtual ~ElementSim();
+
+ // Get an iterator to the interactions connected to the element
+ PX_FORCE_INLINE ElementInteractionIterator getElemInteractions() const { return ElementInteractionIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
+ PX_FORCE_INLINE ElementInteractionReverseIterator getElemInteractionsReverse() const { return ElementInteractionReverseIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
+ PX_FORCE_INLINE PxU32 getElemInteractionCount() const { return mActor.getActorInteractionCount(); }
+
+ PX_FORCE_INLINE ActorSim& getActor() const { return mActor; }
+
+ PX_FORCE_INLINE Scene& getScene() const { return mActor.getScene(); }
+
+ PX_FORCE_INLINE ElementType::Enum getElementType() const { return ElementType::Enum(mType); }
+
+ PX_FORCE_INLINE PxU32 getElementID() const { return mElementID; }
+ PX_FORCE_INLINE bool isInBroadPhase() const { return mInBroadPhase; }
+
+ void addToAABBMgr(PxReal contactDistance, PxU32 group, bool isTrigger);
+ void removeFromAABBMgr();
+
+ //---------- Filtering ----------
+ virtual void getFilterInfo(PxFilterObjectAttributes& filterAttr, PxFilterData& filterData) const = 0;
+
+ PX_FORCE_INLINE void setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type) const;
+ //-------------------------------
+
+ void setElementInteractionsDirty(InteractionDirtyFlag::Enum flag, PxU8 interactionFlag);
+
+ PX_FORCE_INLINE void initID()
+ {
+ Scene& scene = getScene();
+ mElementID = scene.getElementIDPool().createID();
+ scene.getBoundsArray().initEntry(mElementID);
+ }
+
+ PX_FORCE_INLINE void releaseID()
+ {
+ getScene().getElementIDPool().releaseID(mElementID);
+ }
+
+ public:
+ ElementSim* mNextInActor;
+ private:
+ ActorSim& mActor;
+
+ PxU32 mElementID : 29;
+ PxU32 mType : 2;
+ PxU32 mInBroadPhase : 1;
+ }
+ PX_ALIGN_SUFFIX(16);
+} // namespace Sc
+
+// SFD: duplicated attribute generation in SqFiltering.h
+PX_FORCE_INLINE void Sc::ElementSim::setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type) const
+{
+ PX_ASSERT((attr & (PxFilterObjectType::eMAX_TYPE_COUNT-1)) == 0);
+ attr |= type;
+}
+
+
+}
+
+#endif