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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_CONSTRAINTSHADERINTERACTION
#define PX_PHYSICS_SCP_CONSTRAINTSHADERINTERACTION

#include "ScActorInteraction.h"

namespace physx
{
namespace Sc
{

	class ConstraintSim;
	class RigidSim;

	class ConstraintInteraction : public ActorInteraction
	{
	public:
												ConstraintInteraction(ConstraintSim* shader, RigidSim& r0, RigidSim& r1);
												~ConstraintInteraction();

		//---------- Interaction ----------
		virtual			bool					onActivate(void* data);
		virtual			bool					onDeactivate(PxU32 infoFlag);
		//-----------------------------------

						void					updateState();
						void					destroy();  // disables the interaction and unregisters from the system. Does NOT delete the object. This is used on destruction but also when a constraint breaks.

		PX_FORCE_INLINE	ConstraintSim*			getConstraint()	{ return mConstraint; }

		PX_FORCE_INLINE	PxU32					getEdgeIndex(){ return mEdgeIndex; }

	private:
		PX_FORCE_INLINE	void					removeFromActiveBreakableList(Scene&);


						ConstraintSim*			mConstraint;

						PxU32					mEdgeIndex;
	};

} // namespace Sc

}

#endif