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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "ScConstraintInteraction.h" #include "ScConstraintSim.h" #include "ScBodySim.h" #include "ScScene.h" #include "PxsRigidBody.h" #include "PxsSimpleIslandManager.h" using namespace physx; Sc::ConstraintInteraction::ConstraintInteraction(ConstraintSim* constraint, RigidSim& r0, RigidSim& r1) : ActorInteraction (r0, r1, InteractionType::eCONSTRAINTSHADER, InteractionFlag::eCONSTRAINT), mConstraint (constraint) { registerInActors(); BodySim* b0 = mConstraint->getBody(0); BodySim* b1 = mConstraint->getBody(1); if (b0) b0->onConstraintAttach(); if (b1) b1->onConstraintAttach(); IG::SimpleIslandManager* simpleIslandManager = getScene().getSimpleIslandManager(); mEdgeIndex = simpleIslandManager->addConstraint(&mConstraint->getLowLevelConstraint(), b0 ? b0->getNodeIndex() : IG::NodeIndex(), b1 ? b1->getNodeIndex() : IG::NodeIndex(), this); } Sc::ConstraintInteraction::~ConstraintInteraction() { PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST)); PX_ASSERT(!getDirtyFlags()); PX_ASSERT(!mConstraint->readFlag(ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED)); } PX_FORCE_INLINE void Sc::ConstraintInteraction::removeFromActiveBreakableList(Scene& s) { if (mConstraint->readFlag(ConstraintSim::eBREAKABLE | ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED) == (ConstraintSim::eBREAKABLE | ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED)) s.removeActiveBreakableConstraint(mConstraint); } void Sc::ConstraintInteraction::destroy() { setClean(true); // removes the pair from the dirty interaction list etc. Scene& scene = getScene(); removeFromActiveBreakableList(scene); if(mEdgeIndex != IG_INVALID_EDGE) scene.getSimpleIslandManager()->removeConnection(mEdgeIndex); mEdgeIndex = IG_INVALID_EDGE; unregisterFromActors(); BodySim* b0 = mConstraint->getBody(0); BodySim* b1 = mConstraint->getBody(1); if (b0) b0->onConstraintDetach(); // Note: Has to be done AFTER the interaction has unregistered from the actors if (b1) b1->onConstraintDetach(); // Note: Has to be done AFTER the interaction has unregistered from the actors clearInteractionFlag(InteractionFlag::eIS_ACTIVE); // ensures that broken constraints do not go into the list of active breakable constraints anymore } void Sc::ConstraintInteraction::updateState() { PX_ASSERT(!mConstraint->isBroken()); PX_ASSERT(getDirtyFlags() & InteractionDirtyFlag::eBODY_KINEMATIC); // at the moment this should be the only reason for this method being called // at least one of the bodies got switched from kinematic to dynamic. This will not have changed the sleep state of the interactions, so the // constraint interactions are just marked dirty and processed as part of the dirty interaction update system. // // -> need to check whether to activate the constraint and whether constraint break testing // is now necessary // // the transition from dynamic to kinematic will always trigger an onDeactivate() (because the body gets deactivated) // and thus there is no need to consider that case here. // onActivate(NULL); // note: this will not activate if the necessary conditions are not met, so it can be called even if the pair has been deactivated again before the // simulation step started } bool Sc::ConstraintInteraction::onActivate(void*) { PX_ASSERT(!mConstraint->isBroken()); BodySim* b0 = mConstraint->getBody(0); BodySim* b1 = mConstraint->getBody(1); bool b0Vote = !b0 || b0->isActive(); bool b1Vote = !b1 || b1->isActive(); bool b0Dynamic = b0 && (!b0->isKinematic()); bool b1Dynamic = b1 && (!b1->isKinematic()); // // note: constraints between kinematics and kinematics/statics are always inactive and must not be activated // if ((b0Vote || b1Vote) && (b0Dynamic || b1Dynamic)) { raiseInteractionFlag(InteractionFlag::eIS_ACTIVE); if (mConstraint->readFlag(ConstraintSim::eBREAKABLE | ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED) == ConstraintSim::eBREAKABLE) getScene().addActiveBreakableConstraint(mConstraint, this); return true; } else return false; } bool Sc::ConstraintInteraction::onDeactivate(PxU32) { const BodySim* b0 = mConstraint->getBody(0); const BodySim* b1 = mConstraint->getBody(1); bool b0Dynamic = b0 && (!b0->isKinematic()); bool b1Dynamic = b1 && (!b1->isKinematic()); PX_ASSERT( (!b0 && b1 && !b1->isActive()) || (!b1 && b0 && !b0->isActive()) || ((b0 && b1 && (!b0->isActive() || !b1->isActive()))) ); // // note: constraints between kinematics and kinematics/statics should always get deactivated // if (((!b0 || !b0->isActive()) && (!b1 || !b1->isActive())) || (!b0Dynamic && !b1Dynamic)) { removeFromActiveBreakableList(getScene()); clearInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; } else return false; }