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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_ELEMENT_SIM #define PX_PHYSICS_SCP_ELEMENT_SIM #include "PsUserAllocated.h" #include "PxFiltering.h" #include "PxvConfig.h" #include "ScActorSim.h" #include "ScInteraction.h" #include "BpSimpleAABBManager.h" #include "ScObjectIDTracker.h" namespace physx { namespace Sc { class ElementSimInteraction; struct ElementType { enum Enum { eSHAPE = 0, #if PX_USE_PARTICLE_SYSTEM_API ePARTICLE_PACKET, #endif #if PX_USE_CLOTH_API eCLOTH, #endif eCOUNT, eTRIGGER = eCOUNT }; }; PX_COMPILE_TIME_ASSERT(ElementType::eCOUNT <= 4); //2 bits reserved for type on win32 and win64 (8 bits on other platforms) /* A ElementSim is a part of a ActorSim. It contributes to the activation framework by adding its interactions to the actor. */ PX_ALIGN_PREFIX(16) class ElementSim : public Ps::UserAllocated { PX_NOCOPY(ElementSim) public: class ElementInteractionIterator { public: PX_FORCE_INLINE ElementInteractionIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) : mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {} ElementSimInteraction* getNext(); private: Interaction** mInteractions; Interaction** mInteractionsLast; const ElementSim* mElement; }; class ElementInteractionReverseIterator { public: PX_FORCE_INLINE ElementInteractionReverseIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) : mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {} ElementSimInteraction* getNext(); private: Interaction** mInteractions; Interaction** mInteractionsLast; const ElementSim* mElement; }; ElementSim(ActorSim& actor, ElementType::Enum type); virtual ~ElementSim(); // Get an iterator to the interactions connected to the element PX_FORCE_INLINE ElementInteractionIterator getElemInteractions() const { return ElementInteractionIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); } PX_FORCE_INLINE ElementInteractionReverseIterator getElemInteractionsReverse() const { return ElementInteractionReverseIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); } PX_FORCE_INLINE ActorSim& getActor() const { return mActor; } PX_FORCE_INLINE Scene& getScene() const { return mActor.getScene(); } PX_FORCE_INLINE ElementType::Enum getElementType() const { return ElementType::Enum(mType); } PX_FORCE_INLINE PxU32 getElementID() const { return mElementID; } PX_FORCE_INLINE bool isInBroadPhase() const { return mInBroadPhase; } void addToAABBMgr(PxReal contactDistance, Bp::FilterGroup::Enum group, Ps::IntBool isTrigger); void removeFromAABBMgr(); //---------- Filtering ---------- virtual void getFilterInfo(PxFilterObjectAttributes& filterAttr, PxFilterData& filterData) const = 0; PX_FORCE_INLINE void setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type) const; //------------------------------- void setElementInteractionsDirty(InteractionDirtyFlag::Enum flag, PxU8 interactionFlag); PX_FORCE_INLINE void initID() { Scene& scene = getScene(); mElementID = scene.getElementIDPool().createID(); scene.getBoundsArray().initEntry(mElementID); } PX_FORCE_INLINE void releaseID() { getScene().getElementIDPool().releaseID(mElementID); } public: ElementSim* mNextInActor; private: ActorSim& mActor; PxU32 mElementID : 29; PxU32 mType : 2; PxU32 mInBroadPhase : 1; } PX_ALIGN_SUFFIX(16); } // namespace Sc // SFD: duplicated attribute generation in SqFiltering.h PX_FORCE_INLINE void Sc::ElementSim::setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type) const { PX_ASSERT((attr & (PxFilterObjectType::eMAX_TYPE_COUNT-1)) == 0); attr |= type; } } #endif