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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/ScTriggerInteraction.cpp
downloadphysx-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/ScTriggerInteraction.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 "ScTriggerInteraction.h"
+#include "ScBodySim.h"
+#include "ScNPhaseCore.h"
+
+using namespace physx;
+
+Sc::TriggerInteraction::TriggerInteraction(ShapeSim& tShape, ShapeSim& oShape) :
+ RbElementInteraction(tShape, oShape, InteractionType::eTRIGGER, InteractionFlag::eRB_ELEMENT | InteractionFlag::eFILTERABLE),
+ mFlags(PROCESS_THIS_FRAME),
+ mLastFrameHadContacts(false)
+{
+ // The PxPairFlags eNOTIFY_TOUCH_FOUND and eNOTIFY_TOUCH_LOST get stored and mixed up with internal flags. Make sure any breaking change gets noticed.
+ PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_FOUND < PxPairFlag::eNOTIFY_TOUCH_LOST);
+ PX_COMPILE_TIME_ASSERT((PAIR_FLAGS_MASK & PxPairFlag::eNOTIFY_TOUCH_FOUND) == PxPairFlag::eNOTIFY_TOUCH_FOUND);
+ PX_COMPILE_TIME_ASSERT((PAIR_FLAGS_MASK & PxPairFlag::eNOTIFY_TOUCH_LOST) == PxPairFlag::eNOTIFY_TOUCH_LOST);
+ PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_FOUND < 0xffff);
+ PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_LOST < 0xffff);
+ PX_COMPILE_TIME_ASSERT(LAST < 0xffff);
+
+ bool active = registerInActors();
+ getScene().registerInteraction(this, active);
+ getScene().getNPhaseCore()->registerInteraction(this);
+
+ PX_ASSERT(getShape0().getFlags() & PxShapeFlag::eTRIGGER_SHAPE);
+ mTriggerCache.state = Gu::TRIGGER_DISJOINT;
+}
+
+Sc::TriggerInteraction::~TriggerInteraction()
+{
+ getScene().unregisterInteraction(this);
+ getScene().getNPhaseCore()->unregisterInteraction(this);
+ unregisterFromActors();
+}
+
+
+bool Sc::TriggerInteraction::isOneActorActive() const
+{
+ const BodySim* bodySim0 = getTriggerShape().getBodySim();
+ if (bodySim0 && bodySim0->isActive())
+ {
+ PX_ASSERT(!bodySim0->isKinematic() || bodySim0->readInternalFlag(BodySim::BF_KINEMATIC_MOVED) ||
+ bodySim0->readInternalFlag(BodySim::InternalFlags(BodySim::BF_KINEMATIC_SETTLING | BodySim::BF_KINEMATIC_SETTLING_2)));
+ return true;
+ }
+
+ const BodySim* bodySim1 = getOtherShape().getBodySim();
+ if (bodySim1 && bodySim1->isActive())
+ {
+ PX_ASSERT(!bodySim1->isKinematic() || bodySim1->readInternalFlag(BodySim::BF_KINEMATIC_MOVED) ||
+ bodySim1->readInternalFlag(BodySim::InternalFlags(BodySim::BF_KINEMATIC_SETTLING | BodySim::BF_KINEMATIC_SETTLING_2)));
+ return true;
+ }
+
+ return false;
+}
+
+
+//
+// Some general information about triggers and sleeping
+//
+// The goal is to avoid running overlap tests if both objects are sleeping.
+// This is an optimization for eNOTIFY_TOUCH_LOST events since the overlap state
+// can not change if both objects are sleeping. eNOTIFY_TOUCH_FOUND should be sent nonetheless.
+// For this to work the following assumptions are made:
+// - On creation or if the pose of an actor is set, the pair will always be checked.
+// - If the scenario above does not apply, then a trigger pair can only be deactivated, if both actors are sleeping.
+// - If an overlapping actor is activated/deactivated, the trigger interaction gets notified
+//
+bool Sc::TriggerInteraction::onActivate(void*)
+{
+ // IMPORTANT: this method can get called concurrently from multiple threads -> make sure shared resources
+ // are protected (note: there are none at the moment but it might change)
+
+ if (!(readFlag(PROCESS_THIS_FRAME)))
+ {
+ if (isOneActorActive())
+ {
+ raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
+ return true;
+ }
+ else
+ return false;
+ }
+ else
+ {
+ raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
+ return true; // newly created trigger pairs should always test for overlap, no matter the sleep state
+ }
+}
+
+
+bool Sc::TriggerInteraction::onDeactivate(PxU32)
+{
+ if (!readFlag(PROCESS_THIS_FRAME))
+ {
+ if (!isOneActorActive())
+ {
+ clearInteractionFlag(InteractionFlag::eIS_ACTIVE);
+ return true;
+ }
+ else
+ return false;
+ }
+ else
+ return false;
+}