// 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) 2008-2016 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