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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) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "ScScene.h"
#include "ScRigidSim.h"
#include "ScShapeSim.h"
#include "ScObjectIDTracker.h"
#include "ScShapeIterator.h"
#include "PsFoundation.h"
using namespace physx;
/*
PT:
The BP group ID comes from a Cm::IDPool, and RigidSim is the only class releasing the ID.
The rigid tracker ID comes from a Cm::IDPool internal to an ObjectIDTracker, and RigidSim
is the only class using it.
Thus we should:
- promote the BP group ID stuff to a "tracker" object
- use the BP group ID as a rigid ID
*/
Sc::RigidSim::RigidSim(Scene& scene, RigidCore& core) :
ActorSim(scene, core)
{
mRigidId = scene.getRigidIDTracker().createID();
}
Sc::RigidSim::~RigidSim()
{
Sc::Scene& scScene = getScene();
scScene.getRigidIDTracker().releaseID(mRigidId);
}
bool notifyActorInteractionsOfTransformChange(Sc::ActorSim& actor);
void Sc::RigidSim::notifyShapesOfTransformChange()
{
if(0)
{
for(ElementSim* e = getElements_(); e!=0; e = e->mNextInActor)
{
if(e->getElementType() == ElementType::eSHAPE)
static_cast<Sc::ShapeSim*>(e)->onVolumeOrTransformChange(true);
}
}
else
{
const bool isDynamic = notifyActorInteractionsOfTransformChange(*this);
ElementSim* current = getElements_();
while(current)
{
if(current->getElementType() == ElementType::eSHAPE)
{
ShapeSim* sim = static_cast<ShapeSim*>(current);
sim->markBoundsForUpdate(false, isDynamic);
}
current = current->mNextInActor;
}
}
}
Sc::ShapeSim& Sc::RigidSim::getSimForShape(Sc::ShapeCore& core) const
{
// DS: looks painful to traverse a linked list this way
Sc::ShapeIterator iterator(*this);
Sc::ShapeSim* sim;
while((sim = iterator.getNext())!=NULL)
{
if(&sim->getCore() == &core)
return *sim;
}
PX_ASSERT(0); // should never fail
return *reinterpret_cast<Sc::ShapeSim*>(1);
}
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