// // 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 "ScScene.h" #include "ScRigidSim.h" #include "ScShapeSim.h" #include "ScObjectIDTracker.h" #include "ScShapeIterator.h" #include "PsFoundation.h" using namespace physx; /* PT: The BP group ID comes from a Cm::IDPool, and RigidSim is the only class releasing the ID. The rigid tracker ID comes from a Cm::IDPool internal to an ObjectIDTracker, and RigidSim is the only class using it. Thus we should: - promote the BP group ID stuff to a "tracker" object - use the BP group ID as a rigid ID */ Sc::RigidSim::RigidSim(Scene& scene, RigidCore& core) : ActorSim(scene, core) { mRigidId = scene.getRigidIDTracker().createID(); } Sc::RigidSim::~RigidSim() { Sc::Scene& scScene = getScene(); scScene.getRigidIDTracker().releaseID(mRigidId); } bool notifyActorInteractionsOfTransformChange(Sc::ActorSim& actor); void Sc::RigidSim::notifyShapesOfTransformChange() { if(0) { for(ElementSim* e = getElements_(); e!=0; e = e->mNextInActor) { if(e->getElementType() == ElementType::eSHAPE) static_cast(e)->onVolumeOrTransformChange(true); } } else { const bool isDynamic = notifyActorInteractionsOfTransformChange(*this); ElementSim* current = getElements_(); while(current) { if(current->getElementType() == ElementType::eSHAPE) { ShapeSim* sim = static_cast(current); sim->markBoundsForUpdate(false, isDynamic); } current = current->mNextInActor; } } } Sc::ShapeSim& Sc::RigidSim::getSimForShape(Sc::ShapeCore& core) const { // DS: looks painful to traverse a linked list this way Sc::ShapeIterator iterator(*this); Sc::ShapeSim* sim; while((sim = iterator.getNext())!=NULL) { if(&sim->getCore() == &core) return *sim; } PX_ASSERT(0); // should never fail return *reinterpret_cast(1); }