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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "ScTriggerInteraction.h" #include "ScBodySim.h" #include "ScNPhaseCore.h" using namespace physx; Sc::TriggerInteraction::TriggerInteraction(ShapeSim& tShape, ShapeSim& oShape) : RbElementInteraction(tShape, oShape, InteractionType::eTRIGGER, InteractionFlag::eRB_ELEMENT | InteractionFlag::eFILTERABLE), mFlags(PROCESS_THIS_FRAME), mLastFrameHadContacts(false) { // The PxPairFlags eNOTIFY_TOUCH_FOUND and eNOTIFY_TOUCH_LOST get stored and mixed up with internal flags. Make sure any breaking change gets noticed. PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_FOUND < PxPairFlag::eNOTIFY_TOUCH_LOST); PX_COMPILE_TIME_ASSERT((PAIR_FLAGS_MASK & PxPairFlag::eNOTIFY_TOUCH_FOUND) == PxPairFlag::eNOTIFY_TOUCH_FOUND); PX_COMPILE_TIME_ASSERT((PAIR_FLAGS_MASK & PxPairFlag::eNOTIFY_TOUCH_LOST) == PxPairFlag::eNOTIFY_TOUCH_LOST); PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_FOUND < 0xffff); PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_LOST < 0xffff); PX_COMPILE_TIME_ASSERT(LAST < 0xffff); bool active = registerInActors(); getScene().registerInteraction(this, active); getScene().getNPhaseCore()->registerInteraction(this); PX_ASSERT(getShape0().getFlags() & PxShapeFlag::eTRIGGER_SHAPE); mTriggerCache.state = Gu::TRIGGER_DISJOINT; } Sc::TriggerInteraction::~TriggerInteraction() { getScene().unregisterInteraction(this); getScene().getNPhaseCore()->unregisterInteraction(this); unregisterFromActors(); } bool Sc::TriggerInteraction::isOneActorActive() const { const BodySim* bodySim0 = getTriggerShape().getBodySim(); if (bodySim0 && bodySim0->isActive()) { PX_ASSERT(!bodySim0->isKinematic() || bodySim0->readInternalFlag(BodySim::BF_KINEMATIC_MOVED) || bodySim0->readInternalFlag(BodySim::InternalFlags(BodySim::BF_KINEMATIC_SETTLING | BodySim::BF_KINEMATIC_SETTLING_2))); return true; } const BodySim* bodySim1 = getOtherShape().getBodySim(); if (bodySim1 && bodySim1->isActive()) { PX_ASSERT(!bodySim1->isKinematic() || bodySim1->readInternalFlag(BodySim::BF_KINEMATIC_MOVED) || bodySim1->readInternalFlag(BodySim::InternalFlags(BodySim::BF_KINEMATIC_SETTLING | BodySim::BF_KINEMATIC_SETTLING_2))); return true; } return false; } // // Some general information about triggers and sleeping // // The goal is to avoid running overlap tests if both objects are sleeping. // This is an optimization for eNOTIFY_TOUCH_LOST events since the overlap state // can not change if both objects are sleeping. eNOTIFY_TOUCH_FOUND should be sent nonetheless. // For this to work the following assumptions are made: // - On creation or if the pose of an actor is set, the pair will always be checked. // - If the scenario above does not apply, then a trigger pair can only be deactivated, if both actors are sleeping. // - If an overlapping actor is activated/deactivated, the trigger interaction gets notified // bool Sc::TriggerInteraction::onActivate(void*) { // IMPORTANT: this method can get called concurrently from multiple threads -> make sure shared resources // are protected (note: there are none at the moment but it might change) if (!(readFlag(PROCESS_THIS_FRAME))) { if (isOneActorActive()) { raiseInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; } else return false; } else { raiseInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; // newly created trigger pairs should always test for overlap, no matter the sleep state } } bool Sc::TriggerInteraction::onDeactivate(PxU32) { if (!readFlag(PROCESS_THIS_FRAME)) { if (!isOneActorActive()) { clearInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; } else return false; } else return false; }