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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.h
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physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
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_COLLISION_TRIGGERINTERACTION
+#define PX_COLLISION_TRIGGERINTERACTION
+
+#include "ScRbElementInteraction.h"
+#include "GuOverlapTests.h"
+
+namespace physx
+{
+namespace Sc
+{
+ class TriggerInteraction : public RbElementInteraction
+ {
+ public:
+ enum TriggerFlag
+ {
+ PAIR_FLAGS_MASK = ((PxPairFlag::eNOTIFY_TOUCH_LOST << 1) - 1), // Bits where the PxPairFlags eNOTIFY_TOUCH_FOUND and eNOTIFY_TOUCH_LOST get stored
+ NEXT_FREE = ((PAIR_FLAGS_MASK << 1) & ~PAIR_FLAGS_MASK),
+
+ PROCESS_THIS_FRAME = (NEXT_FREE << 0), // the trigger pair is new or the pose of an actor was set -> initial processing required.
+ // This is important to cover cases where a static or kinematic
+ // (non-moving) trigger is created and overlaps with a sleeping
+ // object. Or for the case where a static/kinematic is teleported to a new
+ // location. TOUCH_FOUND should still get sent in that case.
+ LAST = (NEXT_FREE << 1)
+ };
+
+ TriggerInteraction(ShapeSim& triggerShape, ShapeSim& otherShape);
+ virtual ~TriggerInteraction();
+
+ PX_FORCE_INLINE Gu::TriggerCache& getTriggerCache() { return mTriggerCache; }
+ PX_FORCE_INLINE ShapeSim& getTriggerShape() const { return getShape0(); }
+ PX_FORCE_INLINE ShapeSim& getOtherShape() const { return getShape1(); }
+
+ PX_FORCE_INLINE bool lastFrameHadContacts() const { return mLastFrameHadContacts; }
+ PX_FORCE_INLINE void updateLastFrameHadContacts(bool hasContact) { mLastFrameHadContacts = hasContact; }
+
+ PX_FORCE_INLINE PxPairFlags getTriggerFlags() const { return PxPairFlags(PxU32(mFlags) & PAIR_FLAGS_MASK); }
+ PX_FORCE_INLINE void setTriggerFlags(PxPairFlags triggerFlags);
+
+ PX_FORCE_INLINE void raiseFlag(TriggerFlag flag) { mFlags |= flag; }
+ PX_FORCE_INLINE void clearFlag(TriggerFlag flag) { mFlags &= ~flag; }
+ PX_FORCE_INLINE Ps::IntBool readFlag(TriggerFlag flag) const { return Ps::IntBool(mFlags & flag); }
+
+ PX_FORCE_INLINE void forceProcessingThisFrame(Sc::Scene& scene);
+
+ //////////////////////// interaction ////////////////////////
+ virtual bool onActivate(void*);
+ virtual bool onDeactivate(PxU32 infoFlag);
+
+ private:
+ bool isOneActorActive() const;
+
+ protected:
+ Gu::TriggerCache mTriggerCache;
+ PxU16 mFlags;
+ bool mLastFrameHadContacts;
+ };
+
+} // namespace Sc
+
+
+PX_FORCE_INLINE void Sc::TriggerInteraction::setTriggerFlags(PxPairFlags triggerFlags)
+{
+ PX_ASSERT(PxU32(triggerFlags) < (PxPairFlag::eDETECT_CCD_CONTACT << 1)); // to find out if a new PxPairFlag has been added in which case PAIR_FLAGS_MASK needs to get adjusted
+
+#if PX_CHECKED
+ if (triggerFlags & PxPairFlag::eNOTIFY_TOUCH_PERSISTS)
+ {
+ PX_WARN_ONCE("Trigger pairs do not support PxPairFlag::eNOTIFY_TOUCH_PERSISTS events any longer.");
+ }
+#endif
+
+ PxU32 newFlags = mFlags;
+ PxU32 fl = PxU32(triggerFlags) & PxU32(PxPairFlag::eNOTIFY_TOUCH_FOUND|PxPairFlag::eNOTIFY_TOUCH_LOST);
+ newFlags &= (~PAIR_FLAGS_MASK); // clear old flags
+ newFlags |= fl;
+
+ mFlags = PxU16(newFlags);
+}
+
+
+PX_FORCE_INLINE void Sc::TriggerInteraction::forceProcessingThisFrame(Sc::Scene& scene)
+{
+ raiseFlag(PROCESS_THIS_FRAME);
+
+ if (!readInteractionFlag(InteractionFlag::eIS_ACTIVE))
+ {
+ raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
+ scene.notifyInteractionActivated(this);
+ }
+}
+
+}
+
+#endif