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//
// 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.
#ifndef PX_PHYSICS_SCP_ACTOR_ELEMENT_PAIR
#define PX_PHYSICS_SCP_ACTOR_ELEMENT_PAIR
#include "ScActorSim.h"
#include "ScElementSim.h"
namespace physx
{
namespace Sc
{
// Class shared by all element-element pairs where one element should not be distinguished from
// its actor (for example: rb-fluid, ...)
class ActorElementPair
{
public:
PX_INLINE ActorElementPair(ActorSim& actor, ElementSim& element, PxPairFlags pairFlag);
PX_INLINE ~ActorElementPair();
PX_INLINE ElementSim& getElement() const { return mElement; }
PX_INLINE ActorSim& getActor() const { return mActor; }
PX_INLINE void incRefCount() { ++mRefCount; PX_ASSERT(mRefCount>0); }
PX_INLINE PxU32 decRefCount() { PX_ASSERT(mRefCount>0); return --mRefCount; }
PX_INLINE PxU32 getRefCount() const { return mRefCount; }
PX_INLINE PxPairFlags getPairFlags() const { return mPairFlags; }
PX_INLINE void setPairFlags(PxPairFlags pairFlags) { mPairFlags = pairFlags; }
PX_INLINE bool isFilterPair() const { return mIsFilterPair; }
PX_INLINE void markAsFilterPair(bool filterPair) { mIsFilterPair = filterPair; }
PX_INLINE bool isSuppressed() const { return mIsSuppressed; }
PX_INLINE void markAsSuppressed(bool suppress) { mIsSuppressed = suppress; }
PX_INLINE bool isKilled() const { return mIsKilled; }
PX_INLINE void markAsKilled(bool killed) { mIsKilled = killed; }
PX_INLINE bool hasBeenRefiltered(PxU32 sceneTimestamp);
private:
ActorElementPair& operator=(const ActorElementPair&);
ActorSim& mActor;
ElementSim& mElement;
PxPairFlags mPairFlags;
PxU32 mRefilterTimestamp;
PxU16 mRefCount;
bool mIsFilterPair;
bool mIsSuppressed;
bool mIsKilled;
};
} // namespace Sc
Sc::ActorElementPair::ActorElementPair(ActorSim& actor, ElementSim& element, PxPairFlags pairFlag) :
mActor(actor),
mElement(element),
mPairFlags(pairFlag),
mRefilterTimestamp(0),
mRefCount(0),
mIsFilterPair(false),
mIsSuppressed(false),
mIsKilled(false)
{
}
Sc::ActorElementPair::~ActorElementPair()
{
}
PX_INLINE bool Sc::ActorElementPair::hasBeenRefiltered(PxU32 sceneTimestamp)
{
if (mRefilterTimestamp != sceneTimestamp)
{
mRefilterTimestamp = sceneTimestamp;
return false;
}
else
return true;
}
}
#endif
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