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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 "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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