// // 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 "ScBodyCore.h" #include "ScStaticCore.h" #include "ScRigidSim.h" #include "ScShapeSim.h" #include "ScScene.h" #include "ScPhysics.h" using namespace physx; Sc::RigidCore::RigidCore(const PxActorType::Enum type) : ActorCore(type, PxActorFlag::eVISUALIZATION, PX_DEFAULT_CLIENT, 0, 0) { } Sc::RigidCore::~RigidCore() { } void Sc::RigidCore::addShapeToScene(ShapeCore& shapeCore) { Sc::RigidSim* sim = getSim(); PX_ASSERT(sim); if(!sim) return; sim->getScene().addShape(*sim, shapeCore, NULL); } void Sc::RigidCore::removeShapeFromScene(ShapeCore& shapeCore, bool wakeOnLostTouch) { Sc::RigidSim* sim = getSim(); if(!sim) return; Sc::ShapeSim& s = sim->getSimForShape(shapeCore); sim->getScene().removeShape(s, wakeOnLostTouch); } void Sc::RigidCore::onShapeChange(Sc::ShapeCore& shape, ShapeChangeNotifyFlags notifyFlags, PxShapeFlags oldShapeFlags, bool forceBoundsUpdate) { // DS: We pass flags to avoid searching multiple times or exposing RigidSim outside SC, and this form is // more convenient for the Scb::Shape::syncState method. If we start hitting this a lot we should do it // a different way, but shape modification after insertion is rare. Sc::RigidSim* sim = getSim(); if(!sim) return; Sc::ShapeSim& s = sim->getSimForShape(shape); if(notifyFlags & ShapeChangeNotifyFlag::eGEOMETRY) s.onVolumeOrTransformChange(forceBoundsUpdate); if(notifyFlags & ShapeChangeNotifyFlag::eMATERIAL) s.onMaterialChange(); if(notifyFlags & ShapeChangeNotifyFlag::eRESET_FILTERING) s.onResetFiltering(); if(notifyFlags & ShapeChangeNotifyFlag::eSHAPE2BODY) s.onVolumeOrTransformChange(forceBoundsUpdate); if(notifyFlags & ShapeChangeNotifyFlag::eFILTERDATA) s.onFilterDataChange(); if(notifyFlags & ShapeChangeNotifyFlag::eFLAGS) s.onFlagChange(oldShapeFlags); if(notifyFlags & ShapeChangeNotifyFlag::eCONTACTOFFSET) s.onContactOffsetChange(); if(notifyFlags & ShapeChangeNotifyFlag::eRESTOFFSET) s.onRestOffsetChange(); } Sc::RigidSim* Sc::RigidCore::getSim() const { return static_cast(Sc::ActorCore::getSim()); } PxActor* Sc::RigidCore::getPxActor() const { return Ps::pointerOffset(const_cast(this), Sc::gOffsetTable.scCore2PxActor[getActorCoreType()]); }