// 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 "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