// // 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_COLLISION_ELEMENT_INTERACTION_MARKER #define PX_COLLISION_ELEMENT_INTERACTION_MARKER #include "ScElementSimInteraction.h" #include "ScNPhaseCore.h" namespace physx { namespace Sc { class ElementInteractionMarker : public ElementSimInteraction { public: PX_INLINE ElementInteractionMarker(ElementSim& element0, ElementSim& element1, bool createParallel = false); virtual ~ElementInteractionMarker(); //---------- Interaction ---------- virtual bool onActivate(void*); virtual bool onDeactivate(PxU32 infoFlag); //----------------------------------- }; } // namespace Sc PX_INLINE Sc::ElementInteractionMarker::ElementInteractionMarker(ElementSim& element0, ElementSim& element1, bool createParallel) : ElementSimInteraction(element0, element1, InteractionType::eMARKER, InteractionFlag::eRB_ELEMENT|InteractionFlag::eFILTERABLE) { if (!createParallel) { bool active = registerInActors(); PX_UNUSED(active); PX_ASSERT(!active); getScene().registerInteraction(this, false); getScene().getNPhaseCore()->registerInteraction(this); } } } #endif //PX_COLLISION_SHAPEINTERACTIONMARKER