// // 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. #include "PsFoundation.h" #include "PxsContext.h" #include "BpSimpleAABBManager.h" #include "ScElementSim.h" #include "ScElementSimInteraction.h" #include "ScSqBoundsManager.h" #include "ScSimStats.h" using namespace physx; using namespace Sc; static PX_FORCE_INLINE bool interactionHasElement(const Interaction* it, const ElementSim* elem) { if(it->readInteractionFlag(InteractionFlag::eELEMENT_ELEMENT)) { #if PX_USE_PARTICLE_SYSTEM_API PX_ASSERT( (it->getType() == InteractionType::eMARKER) || (it->getType() == InteractionType::eOVERLAP) || (it->getType() == InteractionType::eTRIGGER) || (it->getType() == InteractionType::ePARTICLE_BODY) ); #else PX_ASSERT( (it->getType() == InteractionType::eMARKER) || (it->getType() == InteractionType::eOVERLAP) || (it->getType() == InteractionType::eTRIGGER) ); #endif const ElementSimInteraction* ei = static_cast(it); if((&ei->getElement0() == elem) || (&ei->getElement1() == elem)) return true; } return false; } Sc::ElementSimInteraction* Sc::ElementSim::ElementInteractionIterator::getNext() { while(mInteractions!=mInteractionsLast) { Interaction* it = *mInteractions++; if(interactionHasElement(it, mElement)) return static_cast(it); } return NULL; } Sc::ElementSimInteraction* Sc::ElementSim::ElementInteractionReverseIterator::getNext() { while(mInteractions!=mInteractionsLast) { Interaction* it = *--mInteractionsLast; if(interactionHasElement(it, mElement)) return static_cast(it); } return NULL; } Sc::ElementSim::ElementSim(ActorSim& actor, ElementType::Enum type) : mNextInActor (NULL), mActor (actor), mType (Ps::to8(type)), mInBroadPhase (false) { initID(); PX_ASSERT((type & 0x03) == type); // we use 2 bits to store actor.onElementAttach(*this); } Sc::ElementSim::~ElementSim() { PX_ASSERT(!mInBroadPhase); releaseID(); mActor.onElementDetach(*this); } void Sc::ElementSim::setElementInteractionsDirty(InteractionDirtyFlag::Enum flag, PxU8 interactionFlag) { ElementSim::ElementInteractionIterator iter = getElemInteractions(); ElementSimInteraction* interaction = iter.getNext(); while(interaction) { if (interaction->readInteractionFlag(interactionFlag)) { static_cast(interaction)->setDirty(flag); } interaction = iter.getNext(); } } // we pun these constants in order to increment the stats when adding and removing from BP PX_COMPILE_TIME_ASSERT(PxU32(PxSimulationStatistics::eRIGID_BODY) == PxU32(Sc::ElementType::eSHAPE)); #if PX_USE_CLOTH_API PX_COMPILE_TIME_ASSERT(PxU32(PxSimulationStatistics::eCLOTH) == PxU32(Sc::ElementType::eCLOTH)); #endif #if PX_USE_PARTICLE_SYSTEM_API PX_COMPILE_TIME_ASSERT(PxU32(PxSimulationStatistics::ePARTICLE_SYSTEM) == PxU32(Sc::ElementType::ePARTICLE_PACKET)); #endif void Sc::ElementSim::addToAABBMgr(PxReal contactDistance, Bp::FilterGroup::Enum group, Ps::IntBool isTrigger) { Sc::Scene& scene = getScene(); bool success = scene.getAABBManager()->addBounds(mElementID, contactDistance, group, this, mActor.getActorCore().getAggregateID(), isTrigger ? PxU8(Sc::ElementType::eTRIGGER) : PxU8(mType) ); if (!success) { Ps::getFoundation().error(PxErrorCode::eINTERNAL_ERROR, __FILE__, __LINE__, "Unable to create broadphase entity because only 32768 shapes are supported"); return; } mInBroadPhase = true; #if PX_ENABLE_SIM_STATS scene.getStatsInternal().incBroadphaseAdds(PxSimulationStatistics::VolumeType(getElementType())); #endif } void Sc::ElementSim::removeFromAABBMgr() { PX_ASSERT(mInBroadPhase); Sc::Scene& scene = getScene(); scene.getAABBManager()->removeBounds(mElementID); scene.getAABBManager()->getChangedAABBMgActorHandleMap().growAndReset(mElementID); mInBroadPhase = false; #if PX_ENABLE_SIM_STATS scene.getStatsInternal().incBroadphaseRemoves(PxSimulationStatistics::VolumeType(getElementType())); #endif }