// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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_ACTOR_ELEMENT_PAIR #define PX_PHYSICS_SCP_ACTOR_ELEMENT_PAIR #include "ScActorSim.h" #include "ScElementSim.h" namespace physx { namespace Sc { // Class shared by all element-element pairs where one element should not be distinguished from // its actor (for example: rb-fluid, ...) class ActorElementPair { public: PX_INLINE ActorElementPair(ActorSim& actor, ElementSim& element, PxPairFlags pairFlag); PX_INLINE ~ActorElementPair(); PX_INLINE ElementSim& getElement() const { return mElement; } PX_INLINE ActorSim& getActor() const { return mActor; } PX_INLINE void incRefCount() { ++mRefCount; PX_ASSERT(mRefCount>0); } PX_INLINE PxU32 decRefCount() { PX_ASSERT(mRefCount>0); return --mRefCount; } PX_INLINE PxU32 getRefCount() const { return mRefCount; } PX_INLINE PxPairFlags getPairFlags() const { return mPairFlags; } PX_INLINE void setPairFlags(PxPairFlags pairFlags) { mPairFlags = pairFlags; } PX_INLINE bool isFilterPair() const { return mIsFilterPair; } PX_INLINE void markAsFilterPair(bool filterPair) { mIsFilterPair = filterPair; } PX_INLINE bool isSuppressed() const { return mIsSuppressed; } PX_INLINE void markAsSuppressed(bool suppress) { mIsSuppressed = suppress; } PX_INLINE bool isKilled() const { return mIsKilled; } PX_INLINE void markAsKilled(bool killed) { mIsKilled = killed; } PX_INLINE bool hasBeenRefiltered(PxU32 sceneTimestamp); private: ActorElementPair& operator=(const ActorElementPair&); ActorSim& mActor; ElementSim& mElement; PxPairFlags mPairFlags; PxU32 mRefilterTimestamp; PxU16 mRefCount; bool mIsFilterPair; bool mIsSuppressed; bool mIsKilled; }; } // namespace Sc Sc::ActorElementPair::ActorElementPair(ActorSim& actor, ElementSim& element, PxPairFlags pairFlag) : mActor(actor), mElement(element), mPairFlags(pairFlag), mRefilterTimestamp(0), mRefCount(0), mIsFilterPair(false), mIsSuppressed(false), mIsKilled(false) { } Sc::ActorElementPair::~ActorElementPair() { } PX_INLINE bool Sc::ActorElementPair::hasBeenRefiltered(PxU32 sceneTimestamp) { if (mRefilterTimestamp != sceneTimestamp) { mRefilterTimestamp = sceneTimestamp; return false; } else return true; } } #endif