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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_ELEMENT_SIM_INTERACTION
#define PX_PHYSICS_SCP_ELEMENT_SIM_INTERACTION

#include "ScInteraction.h"
#include "ScElementSim.h"

namespace physx
{
namespace Sc
{
	class ElementSim;

	class ElementSimInteraction : public Interaction
	{
	public:
		PX_FORCE_INLINE ElementSim& getElement0() const { return mElement0; }
		PX_FORCE_INLINE ElementSim& getElement1() const { return mElement1; }

		// Method to check if this interaction is the last filter relevant interaction between the two elements,
		// i.e., if this interaction gets deleted, the pair is considered lost
		virtual bool isLastFilterInteraction() const { return true; }

		PX_INLINE void setFilterPairIndex(PxU32 filterPairIndex) { mFilterPairIndex = filterPairIndex; }

		PX_INLINE PxU32 getFilterPairIndex() const { return mFilterPairIndex; }

	protected:
		PX_INLINE ElementSimInteraction(ElementSim& element0, ElementSim& element1, InteractionType::Enum type, PxU8 flags);
		virtual ~ElementSimInteraction() {}
		ElementSimInteraction& operator=(const ElementSimInteraction&);

	private:
		ElementSim& mElement0;
		ElementSim& mElement1;
		PxU32		mFilterPairIndex;
	};

} // namespace Sc

//////////////////////////////////////////////////////////////////////////

PX_INLINE Sc::ElementSimInteraction::ElementSimInteraction(ElementSim& element0, ElementSim& element1, InteractionType::Enum type, PxU8 flags) :
	Interaction	(element0.getActor(), element1.getActor(), type, flags),
	mElement0	(element0),
	mElement1	(element1),
	mFilterPairIndex(INVALID_FILTER_PAIR_INDEX)
{
}


}

#endif