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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_ELEMENT_SIM
#define PX_PHYSICS_SCP_ELEMENT_SIM
#include "PsUserAllocated.h"
#include "PxFiltering.h"
#include "PxvConfig.h"
#include "ScActorSim.h"
#include "ScInteraction.h"
#include "BpSimpleAABBManager.h"
#include "ScObjectIDTracker.h"
namespace physx
{
namespace Sc
{
class ElementSimInteraction;
struct ElementType
{
enum Enum
{
eSHAPE = 0,
#if PX_USE_PARTICLE_SYSTEM_API
ePARTICLE_PACKET,
#endif
#if PX_USE_CLOTH_API
eCLOTH,
#endif
eCOUNT,
eTRIGGER = eCOUNT
};
};
PX_COMPILE_TIME_ASSERT(ElementType::eCOUNT <= 4); //2 bits reserved for type on win32 and win64 (8 bits on other platforms)
/*
A ElementSim is a part of a ActorSim. It contributes to the activation framework by adding its
interactions to the actor. */
PX_ALIGN_PREFIX(16)
class ElementSim : public Ps::UserAllocated
{
PX_NOCOPY(ElementSim)
public:
class ElementInteractionIterator
{
public:
PX_FORCE_INLINE ElementInteractionIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) :
mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
ElementSimInteraction* getNext();
private:
Interaction** mInteractions;
Interaction** mInteractionsLast;
const ElementSim* mElement;
};
class ElementInteractionReverseIterator
{
public:
PX_FORCE_INLINE ElementInteractionReverseIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) :
mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
ElementSimInteraction* getNext();
private:
Interaction** mInteractions;
Interaction** mInteractionsLast;
const ElementSim* mElement;
};
ElementSim(ActorSim& actor, ElementType::Enum type);
virtual ~ElementSim();
// Get an iterator to the interactions connected to the element
PX_FORCE_INLINE ElementInteractionIterator getElemInteractions() const { return ElementInteractionIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
PX_FORCE_INLINE ElementInteractionReverseIterator getElemInteractionsReverse() const { return ElementInteractionReverseIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
PX_FORCE_INLINE PxU32 getElemInteractionCount() const { return mActor.getActorInteractionCount(); }
PX_FORCE_INLINE ActorSim& getActor() const { return mActor; }
PX_FORCE_INLINE Scene& getScene() const { return mActor.getScene(); }
PX_FORCE_INLINE ElementType::Enum getElementType() const { return ElementType::Enum(mType); }
PX_FORCE_INLINE PxU32 getElementID() const { return mElementID; }
PX_FORCE_INLINE bool isInBroadPhase() const { return mInBroadPhase; }
void addToAABBMgr(PxReal contactDistance, PxU32 group, bool isTrigger);
void removeFromAABBMgr();
//---------- Filtering ----------
virtual void getFilterInfo(PxFilterObjectAttributes& filterAttr, PxFilterData& filterData) const = 0;
PX_FORCE_INLINE void setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type) const;
//-------------------------------
void setElementInteractionsDirty(InteractionDirtyFlag::Enum flag, PxU8 interactionFlag);
PX_FORCE_INLINE void initID()
{
Scene& scene = getScene();
mElementID = scene.getElementIDPool().createID();
scene.getBoundsArray().initEntry(mElementID);
}
PX_FORCE_INLINE void releaseID()
{
getScene().getElementIDPool().releaseID(mElementID);
}
public:
ElementSim* mNextInActor;
private:
ActorSim& mActor;
PxU32 mElementID : 29;
PxU32 mType : 2;
PxU32 mInBroadPhase : 1;
}
PX_ALIGN_SUFFIX(16);
} // namespace Sc
// SFD: duplicated attribute generation in SqFiltering.h
PX_FORCE_INLINE void Sc::ElementSim::setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type) const
{
PX_ASSERT((attr & (PxFilterObjectType::eMAX_TYPE_COUNT-1)) == 0);
attr |= type;
}
}
#endif
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