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// 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) 2008-2017 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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