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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 "foundation/Px.h"
+
+#include "ScInteraction.h"
+#include "ScNPhaseCore.h"
+
+using namespace physx;
+
+
+Sc::Interaction::Interaction(ActorSim& actor0, ActorSim& actor1, InteractionType::Enum type, PxU8 flags) :
+ mActor0 (actor0),
+ mActor1 (actor1),
+ mSceneId (PX_INVALID_INTERACTION_SCENE_ID),
+ mActorId0 (PX_INVALID_INTERACTION_ACTOR_ID),
+ mActorId1 (PX_INVALID_INTERACTION_ACTOR_ID),
+ mInteractionType (Ps::to8(type)),
+ mInteractionFlags (flags),
+ mDirtyFlags (0)
+{
+ PX_ASSERT_WITH_MESSAGE(&actor0.getScene() == &actor1.getScene(),"Cannot create an interaction between actors belonging to different scenes.");
+ PX_ASSERT(PxU32(type)<256); // PT: type is now stored on a byte
+}
+
+
+void Sc::Interaction::addToDirtyList()
+{
+ getActor0().getScene().getNPhaseCore()->addToDirtyInteractionList(this);
+}
+
+
+void Sc::Interaction::removeFromDirtyList()
+{
+ getActor0().getScene().getNPhaseCore()->removeFromDirtyInteractionList(this);
+}
+
+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;
+}