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Diffstat (limited to 'PhysX_3.4/Source/SimulationController/src/ScElementSimInteraction.h')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/ScElementSimInteraction.h | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScElementSimInteraction.h b/PhysX_3.4/Source/SimulationController/src/ScElementSimInteraction.h new file mode 100644 index 00000000..f4769149 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/ScElementSimInteraction.h @@ -0,0 +1,77 @@ +// 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_INTERACTION +#define PX_PHYSICS_SCP_ELEMENT_SIM_INTERACTION + +#include "ScInteraction.h" +#include "ScElementSim.h" + +namespace physx +{ +namespace Sc +{ + class ElementSim; + + class ElementSimInteraction : public Interaction + { + public: + PX_FORCE_INLINE ElementSim& getElement0() const { return mElement0; } + PX_FORCE_INLINE ElementSim& getElement1() const { return mElement1; } + + // Method to check if this interaction is the last filter relevant interaction between the two elements, + // i.e., if this interaction gets deleted, the pair is considered lost + virtual bool isLastFilterInteraction() const { return true; } + + protected: + PX_INLINE ElementSimInteraction(ElementSim& element0, ElementSim& element1, InteractionType::Enum type, PxU8 flags); + virtual ~ElementSimInteraction() {} + ElementSimInteraction& operator=(const ElementSimInteraction&); + + private: + ElementSim& mElement0; + ElementSim& mElement1; + }; + +} // namespace Sc + +////////////////////////////////////////////////////////////////////////// + +PX_INLINE Sc::ElementSimInteraction::ElementSimInteraction(ElementSim& element0, ElementSim& element1, InteractionType::Enum type, PxU8 flags) : + Interaction (element0.getActor(), element1.getActor(), type, flags), + mElement0 (element0), + mElement1 (element1) +{ +} + + +} + +#endif |