// // 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_CONSTRAINTSHADERINTERACTION #define PX_PHYSICS_SCP_CONSTRAINTSHADERINTERACTION #include "ScActorInteraction.h" namespace physx { namespace Sc { class ConstraintSim; class RigidSim; class ConstraintInteraction : public ActorInteraction { public: ConstraintInteraction(ConstraintSim* shader, RigidSim& r0, RigidSim& r1); ~ConstraintInteraction(); //---------- Interaction ---------- virtual bool onActivate(void* data); virtual bool onDeactivate(PxU32 infoFlag); //----------------------------------- void updateState(); void destroy(); // disables the interaction and unregisters from the system. Does NOT delete the object. This is used on destruction but also when a constraint breaks. PX_FORCE_INLINE ConstraintSim* getConstraint() { return mConstraint; } PX_FORCE_INLINE PxU32 getEdgeIndex(){ return mEdgeIndex; } private: PX_FORCE_INLINE void removeFromActiveBreakableList(Scene&); ConstraintSim* mConstraint; PxU32 mEdgeIndex; }; } // namespace Sc } #endif