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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/ScTriggerInteraction.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/ScTriggerInteraction.cpp')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/ScTriggerInteraction.cpp | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScTriggerInteraction.cpp b/PhysX_3.4/Source/SimulationController/src/ScTriggerInteraction.cpp new file mode 100644 index 00000000..e75e8929 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/ScTriggerInteraction.cpp @@ -0,0 +1,136 @@ +// 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; +} |