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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.
#include "ScParticleBodyInteraction.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "ScParticleSystemSim.h"
#include "ScScene.h"
#include "PxsContext.h"
#include "ScParticleSystemCore.h"
#include "ScBodySim.h"
#include "ScNPhaseCore.h"
using namespace physx;
Sc::ParticleElementRbElementInteraction::ParticleElementRbElementInteraction(ParticlePacketShape &particleShape, ShapeSim& rbShape, ActorElementPair& actorElementPair, const PxU32 ccdPass) :
ElementSimInteraction (particleShape, rbShape, InteractionType::ePARTICLE_BODY, InteractionFlag::eFILTERABLE | InteractionFlag::eELEMENT_ELEMENT),
mActorElementPair (actorElementPair),
mPacketShapeIndex (PX_INVALID_PACKET_SHAPE_INDEX),
mIsActiveForLowLevel (false)
{
registerInActors();
getScene().getNPhaseCore()->registerInteraction(this);
mPacketShapeIndex = getParticleShape().addPacketShapeInteraction(this);
if (!isDisabled())
activateForLowLevel(ccdPass); // Collision with rigid body
}
Sc::ParticleElementRbElementInteraction::~ParticleElementRbElementInteraction()
{
unregisterFromActors();
getScene().getNPhaseCore()->unregisterInteraction(this);
}
void Sc::ParticleElementRbElementInteraction::destroy(bool isDyingRb, const PxU32 ccdPass)
{
ParticlePacketShape& ps = getParticleShape();
if (mIsActiveForLowLevel)
deactivateForLowLevel(isDyingRb, ccdPass);
const PxU16 idx = mPacketShapeIndex;
ps.removePacketShapeInteraction(idx);
if (idx < ps.getInteractionsCount())
ps.getPacketShapeInteraction(idx)->setPacketShapeIndex(idx);
mPacketShapeIndex = PX_INVALID_PACKET_SHAPE_INDEX;
}
bool Sc::ParticleElementRbElementInteraction::onActivate(void*)
{
return false;
}
bool Sc::ParticleElementRbElementInteraction::onDeactivate(PxU32)
{
return true;
}
void Sc::ParticleElementRbElementInteraction::activateForLowLevel(const PxU32 ccdPass)
{
//update active cm count and update transform hash/mirroring
getParticleShape().getParticleSystem().addInteraction(getParticleShape(), getRbShape(), ccdPass);
mIsActiveForLowLevel = true;
}
void Sc::ParticleElementRbElementInteraction::deactivateForLowLevel(bool isDyingRb, const PxU32 ccdPass)
{
//update active cm count and update transform hash/mirroring
getParticleShape().getParticleSystem().removeInteraction(getParticleShape(), getRbShape(), isDyingRb, ccdPass);
mIsActiveForLowLevel = false;
}
#endif // PX_USE_PARTICLE_SYSTEM_API
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