// // 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 "foundation/Px.h" #include "ScInteraction.h" #include "ScNPhaseCore.h" using namespace physx; Sc::Interaction::Interaction(ActorSim& actor0, ActorSim& actor1, InteractionType::Enum type, PxU8 flags) : mActor0 (actor0), mActor1 (actor1), mSceneId (PX_INVALID_INTERACTION_SCENE_ID), mActorId0 (PX_INVALID_INTERACTION_ACTOR_ID), mActorId1 (PX_INVALID_INTERACTION_ACTOR_ID), mInteractionType (Ps::to8(type)), mInteractionFlags (flags), mDirtyFlags (0) { PX_ASSERT_WITH_MESSAGE(&actor0.getScene() == &actor1.getScene(),"Cannot create an interaction between actors belonging to different scenes."); PX_ASSERT(PxU32(type)<256); // PT: type is now stored on a byte } void Sc::Interaction::addToDirtyList() { getActor0().getScene().getNPhaseCore()->addToDirtyInteractionList(this); } void Sc::Interaction::removeFromDirtyList() { getActor0().getScene().getNPhaseCore()->removeFromDirtyInteractionList(this); } void Sc::Interaction::setClean(bool removeFromList) { if (readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST)) { if (removeFromList) // if we process all dirty interactions anyway, then we can just clear the list at the end and save the work here. removeFromDirtyList(); clearInteractionFlag(InteractionFlag::eIN_DIRTY_LIST); } mDirtyFlags = 0; }