// 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. #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; }