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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) 2008-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "foundation/Px.h"
#include "ScInteraction.h"
#include "ScNPhaseCore.h"
using namespace physx;
Sc::Interaction::Interaction(ActorSim& actor0, ActorSim& actor1, InteractionType::Enum type, PxU8 flags) :
mActor0 (actor0),
mActor1 (actor1),
mSceneId (PX_INVALID_INTERACTION_SCENE_ID),
mActorId0 (PX_INVALID_INTERACTION_ACTOR_ID),
mActorId1 (PX_INVALID_INTERACTION_ACTOR_ID),
mInteractionType (Ps::to8(type)),
mInteractionFlags (flags),
mDirtyFlags (0)
{
PX_ASSERT_WITH_MESSAGE(&actor0.getScene() == &actor1.getScene(),"Cannot create an interaction between actors belonging to different scenes.");
PX_ASSERT(PxU32(type)<256); // PT: type is now stored on a byte
}
void Sc::Interaction::addToDirtyList()
{
getActor0().getScene().getNPhaseCore()->addToDirtyInteractionList(this);
}
void Sc::Interaction::removeFromDirtyList()
{
getActor0().getScene().getNPhaseCore()->removeFromDirtyInteractionList(this);
}
void Sc::Interaction::setClean(bool removeFromList)
{
if (readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST))
{
if (removeFromList) // if we process all dirty interactions anyway, then we can just clear the list at the end and save the work here.
removeFromDirtyList();
clearInteractionFlag(InteractionFlag::eIN_DIRTY_LIST);
}
mDirtyFlags = 0;
}
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