// // 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 "ScParticleBodyInteraction.h" #if PX_USE_PARTICLE_SYSTEM_API #include "ScParticleSystemSim.h" #include "ScScene.h" #include "PxsContext.h" #include "ScParticleSystemCore.h" #include "ScBodySim.h" #include "ScNPhaseCore.h" using namespace physx; Sc::ParticleElementRbElementInteraction::ParticleElementRbElementInteraction(ParticlePacketShape &particleShape, ShapeSim& rbShape, ActorElementPair& actorElementPair, const PxU32 ccdPass) : ElementSimInteraction (particleShape, rbShape, InteractionType::ePARTICLE_BODY, InteractionFlag::eFILTERABLE | InteractionFlag::eELEMENT_ELEMENT), mActorElementPair (actorElementPair), mPacketShapeIndex (PX_INVALID_PACKET_SHAPE_INDEX), mIsActiveForLowLevel (false) { registerInActors(); getScene().getNPhaseCore()->registerInteraction(this); mPacketShapeIndex = getParticleShape().addPacketShapeInteraction(this); if (!isDisabled()) activateForLowLevel(ccdPass); // Collision with rigid body } Sc::ParticleElementRbElementInteraction::~ParticleElementRbElementInteraction() { unregisterFromActors(); getScene().getNPhaseCore()->unregisterInteraction(this); } void Sc::ParticleElementRbElementInteraction::destroy(bool isDyingRb, const PxU32 ccdPass) { ParticlePacketShape& ps = getParticleShape(); if (mIsActiveForLowLevel) deactivateForLowLevel(isDyingRb, ccdPass); const PxU16 idx = mPacketShapeIndex; ps.removePacketShapeInteraction(idx); if (idx < ps.getInteractionsCount()) ps.getPacketShapeInteraction(idx)->setPacketShapeIndex(idx); mPacketShapeIndex = PX_INVALID_PACKET_SHAPE_INDEX; } bool Sc::ParticleElementRbElementInteraction::onActivate(void*) { return false; } bool Sc::ParticleElementRbElementInteraction::onDeactivate(PxU32) { return true; } void Sc::ParticleElementRbElementInteraction::activateForLowLevel(const PxU32 ccdPass) { //update active cm count and update transform hash/mirroring getParticleShape().getParticleSystem().addInteraction(getParticleShape(), getRbShape(), ccdPass); mIsActiveForLowLevel = true; } void Sc::ParticleElementRbElementInteraction::deactivateForLowLevel(bool isDyingRb, const PxU32 ccdPass) { //update active cm count and update transform hash/mirroring getParticleShape().getParticleSystem().removeInteraction(getParticleShape(), getRbShape(), isDyingRb, ccdPass); mIsActiveForLowLevel = false; } #endif // PX_USE_PARTICLE_SYSTEM_API