// 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) 2008-2017 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 "PxsContactManager.h" #include "PxsRigidBody.h" #include "PxcContactMethodImpl.h" #include "PxvManager.h" #include "PxsIslandSim.h" using namespace physx; PxsContactManager::PxsContactManager(PxsContext*, PxU32 index) /*: mUserData (NULL)*/ { mFlags = 0; // PT: TODO: any reason why we don't initialize all members here, e.g. shapeCore pointers? mNpUnit.index = index; mNpUnit.rigidCore0 = NULL; mNpUnit.rigidCore1 = NULL; mNpUnit.restDistance = 0; mNpUnit.dominance0 = 1u; mNpUnit.dominance1 = 1u; mNpUnit.frictionDataPtr = NULL; mNpUnit.frictionPatchCount = 0; } PxsContactManager::~PxsContactManager() { } void PxsContactManager::setCCD(bool enable) { PxU32 flags = mFlags & (~PXS_CM_CCD_CONTACT); if (enable) flags |= PXS_CM_CCD_LINEAR; else flags &= ~PXS_CM_CCD_LINEAR; mFlags = flags; } void PxsContactManager::resetCachedState() { // happens when the body transform or shape relative transform changes. PxcNpWorkUnitClearCachedState(mNpUnit); } void PxsContactManager::resetFrictionCachedState() { // happens when the body transform or shape relative transform changes. PxcNpWorkUnitClearFrictionCachedState(mNpUnit); }