// 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. #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