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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/ScInteraction.h
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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_INTERACTION
+#define PX_PHYSICS_SCP_INTERACTION
+
+#include "foundation/Px.h"
+#include "ScInteractionFlags.h"
+#include "ScScene.h"
+#include "ScActorSim.h"
+#include "PsUserAllocated.h"
+#include "PsUtilities.h"
+#include "PsFoundation.h"
+
+namespace physx
+{
+
+#define PX_INVALID_INTERACTION_ACTOR_ID 0xffffffff
+#define PX_INVALID_INTERACTION_SCENE_ID 0xffffffff
+
+namespace Sc
+{
+ // Interactions are used for connecting actors into activation
+ // groups. An interaction always connects exactly two actors.
+ // An interaction is implicitly active if at least one of the two
+ // actors it connects is active.
+
+ class Interaction : public Ps::UserAllocated
+ {
+ PX_NOCOPY(Interaction)
+
+ protected:
+ Interaction(ActorSim& actor0, ActorSim& actor1, InteractionType::Enum interactionType, PxU8 flags);
+ virtual ~Interaction() { PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST)); }
+
+ public:
+ // Interactions automatically register themselves in the actors here
+ PX_FORCE_INLINE bool registerInActors(void* data = NULL);
+
+ // Interactions automatically unregister themselves from the actors here
+ PX_FORCE_INLINE void unregisterFromActors();
+
+ PX_FORCE_INLINE ActorSim& getActor0() const { return mActor0; }
+ PX_FORCE_INLINE ActorSim& getActor1() const { return mActor1; }
+
+ PX_FORCE_INLINE Scene& getScene() const { return mActor0.getScene(); }
+
+ // PT: TODO: why do we have both virtual functions AND a type in there?
+ PX_FORCE_INLINE InteractionType::Enum getType() const { return InteractionType::Enum(mInteractionType); }
+
+ PX_FORCE_INLINE PxU8 readInteractionFlag(PxU8 flag) const { return PxU8(mInteractionFlags & flag); }
+ PX_FORCE_INLINE void raiseInteractionFlag(InteractionFlag::Enum flag) { mInteractionFlags |= flag; }
+ PX_FORCE_INLINE void clearInteractionFlag(InteractionFlag::Enum flag) { mInteractionFlags &= ~flag; }
+
+ PX_FORCE_INLINE bool isRegistered() const { return mSceneId != PX_INVALID_INTERACTION_SCENE_ID; }
+
+ /**
+ \brief Mark the interaction as dirty. This will put the interaction into a list that is processed once per simulation step.
+
+ @see InteractionDirtyFlag
+ */
+ PX_FORCE_INLINE void setDirty(PxU32 dirtyFlags);
+
+ /**
+ \brief Clear all flags that mark the interaction as dirty and optionally remove the interaction from the list of dirty interactions.
+
+ @see InteractionDirtyFlag
+ */
+ /*PX_FORCE_INLINE*/ void setClean(bool removeFromList);
+
+ PX_FORCE_INLINE Ps::IntBool needsRefiltering() const { return (getDirtyFlags() & InteractionDirtyFlag::eFILTER_STATE); }
+
+ PX_FORCE_INLINE Ps::IntBool isElementInteraction() const;
+
+ // Called when an interaction is activated or created.
+ // Return true if activation should proceed else return false (for example: joint interaction between two kinematics should not get activated)
+ virtual bool onActivate(void* data) = 0;
+
+ // Called when an interaction is deactivated.
+ // Return true if deactivation should proceed else return false (for example: joint interaction between two kinematics can ignore deactivation because it always is deactivated)
+ virtual bool onDeactivate(PxU32 infoFlag) = 0;
+
+ PX_FORCE_INLINE void setInteractionId(PxU32 id) { mSceneId = id; }
+ PX_FORCE_INLINE PxU32 getInteractionId() const { return mSceneId; }
+
+ PX_FORCE_INLINE void setActorId(ActorSim* actor, PxU32 id);
+ PX_FORCE_INLINE void invalidateActorId(ActorSim* actor);
+ PX_FORCE_INLINE PxU32 getActorId(const ActorSim* actor) const;
+
+
+ PX_FORCE_INLINE PxU8 getDirtyFlags() const { return mDirtyFlags; }
+
+ private:
+ void addToDirtyList();
+ void removeFromDirtyList();
+
+ ActorSim& mActor0;
+ ActorSim& mActor1;
+
+ PxU32 mSceneId; // PT: TODO: merge this with mInteractionType
+
+ // PT: TODO: are those IDs even worth caching? Since the number of interactions per actor is (or should be) small,
+ // we could just do a linear search and save memory here...
+ PxU32 mActorId0; // PT: id of this interaction within mActor0's mInteractions array
+ PxU32 mActorId1; // PT: id of this interaction within mActor1's mInteractions array
+ protected:
+ PxU8 mInteractionType; // PT: stored on a byte to save space, should be InteractionType enum
+ PxU8 mInteractionFlags;
+ PxU8 mDirtyFlags; // see DirtyFlag enum
+ PxU8 mPadding;
+ };
+
+} // namespace Sc
+
+//////////////////////////////////////////////////////////////////////////
+
+PX_FORCE_INLINE bool Sc::Interaction::registerInActors(void* data)
+{
+ bool active = onActivate(data);
+
+ mActor0.registerInteraction(this);
+ mActor1.registerInteraction(this);
+
+ return active;
+}
+
+
+PX_FORCE_INLINE void Sc::Interaction::unregisterFromActors()
+{
+ mActor0.unregisterInteraction(this);
+ mActor1.unregisterInteraction(this);
+}
+
+PX_FORCE_INLINE void Sc::Interaction::invalidateActorId(ActorSim* actor)
+{
+ if (&mActor0 == actor)
+ mActorId0 = PX_INVALID_INTERACTION_ACTOR_ID;
+ else
+ mActorId1 = PX_INVALID_INTERACTION_ACTOR_ID;
+}
+
+
+PX_FORCE_INLINE void Sc::Interaction::setActorId(ActorSim* actor, PxU32 id)
+{
+ PX_ASSERT(id != PX_INVALID_INTERACTION_ACTOR_ID);
+ if (&mActor0 == actor)
+ mActorId0 = id;
+ else
+ mActorId1 = id;
+}
+
+
+PX_FORCE_INLINE PxU32 Sc::Interaction::getActorId(const ActorSim* actor) const
+{
+ if (&mActor0 == actor)
+ return mActorId0;
+ else
+ return mActorId1;
+}
+
+
+PX_FORCE_INLINE Ps::IntBool Sc::Interaction::isElementInteraction() const
+{
+ Ps::IntBool res = readInteractionFlag(InteractionFlag::eELEMENT_ELEMENT);
+
+#if PX_USE_PARTICLE_SYSTEM_API
+ PX_ASSERT( (res &&
+ ((getType() == InteractionType::eOVERLAP) ||
+ (getType() == InteractionType::eTRIGGER) ||
+ (getType() == InteractionType::eMARKER) ||
+ (getType() == InteractionType::ePARTICLE_BODY))) ||
+ (!res &&
+ ((getType() == InteractionType::eCONSTRAINTSHADER) ||
+ (getType() == InteractionType::eARTICULATION))));
+#else
+ PX_ASSERT( (res &&
+ ((getType() == InteractionType::eOVERLAP) ||
+ (getType() == InteractionType::eTRIGGER) ||
+ (getType() == InteractionType::eMARKER))) ||
+ (!res &&
+ ((getType() == InteractionType::eCONSTRAINTSHADER) ||
+ (getType() == InteractionType::eARTICULATION))));
+#endif
+ return res;
+}
+
+
+PX_FORCE_INLINE void Sc::Interaction::setDirty(PxU32 dirtyFlags)
+{
+ PX_ASSERT(getType() != InteractionType::eARTICULATION);
+
+ mDirtyFlags |= Ps::to8(dirtyFlags);
+ if (!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST))
+ {
+ addToDirtyList();
+ raiseInteractionFlag(InteractionFlag::eIN_DIRTY_LIST);
+ }
+}
+
+
+//PX_FORCE_INLINE void Sc::Interaction::setClean(bool removeFromList)
+//{
+// if (readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST))
+// {
+// if (removeFromList) // if we process all dirty interactions anyway, then we can just clear the list at the end and save the work here.
+// removeFromDirtyList();
+// clearInteractionFlag(InteractionFlag::eIN_DIRTY_LIST);
+// }
+//
+// mDirtyFlags = 0;
+//}
+
+
+}
+
+#endif // PX_PHYSICS_SCP_INTERACTION