// 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) 2008-2018 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); }