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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.
#ifndef PX_PHYSICS_SCP_PARTICLEBODYINTERACTION
#define PX_PHYSICS_SCP_PARTICLEBODYINTERACTION
#include "CmPhysXCommon.h"
#include "PxPhysXConfig.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "ScElementSimInteraction.h"
#include "ScActorElementPair.h"
#include "ScParticlePacketShape.h"
#include "ScShapeSim.h"
#define PX_INVALID_PACKET_SHAPE_INDEX 0xffff
namespace physx
{
namespace Sc
{
class ParticleElementRbElementInteraction : public ElementSimInteraction
{
public:
// The ccdPass parameter is needed to avoid concurrent interaction updates while the gpu particle pipeline is running.
ParticleElementRbElementInteraction(ParticlePacketShape &particleShape, ShapeSim& rbShape, ActorElementPair& actorElementPair, const PxU32 ccdPass);
virtual ~ParticleElementRbElementInteraction();
PX_INLINE void* operator new(size_t s, void* memory);
void destroy(bool isDyingRb, const PxU32 ccdPass);
//---------- Interaction ----------
protected:
virtual bool onActivate(void*);
virtual bool onDeactivate(PxU32 infoFlag);
//-----------------------------------
public:
//----- ElementSimInteraction ------
virtual bool isLastFilterInteraction() const { return (mActorElementPair.getRefCount() == 1); }
//----------------------------------
PX_INLINE ParticlePacketShape& getParticleShape() const;
PX_INLINE ShapeSim& getRbShape() const;
PX_INLINE void onRbShapeChange();
PX_FORCE_INLINE ActorElementPair* getActorElementPair() const { return &mActorElementPair; }
PX_FORCE_INLINE bool isDisabled() const { return (getActorElementPair()->isSuppressed() || isRbTrigger()); }
PX_INLINE void setPacketShapeIndex(PxU16 idx);
PX_INLINE void checkLowLevelActivationState();
private:
ParticleElementRbElementInteraction& operator=(const ParticleElementRbElementInteraction&);
void activateForLowLevel(const PxU32 ccdPass);
void deactivateForLowLevel(bool isDyingRb, const PxU32 ccdPass);
static void operator delete(void*) {}
PX_FORCE_INLINE PxU32 isRbTrigger() const { return (getRbShape().getFlags() & PxShapeFlag::eTRIGGER_SHAPE); }
ActorElementPair& mActorElementPair;
PxU16 mPacketShapeIndex;
bool mIsActiveForLowLevel;
};
} // namespace Sc
PX_INLINE void* Sc::ParticleElementRbElementInteraction::operator new(size_t, void* memory)
{
return memory;
}
PX_INLINE Sc::ParticlePacketShape& Sc::ParticleElementRbElementInteraction::getParticleShape() const
{
PX_ASSERT(getElement0().getElementType() == ElementType::ePARTICLE_PACKET);
return static_cast<ParticlePacketShape&>(getElement0());
}
PX_INLINE Sc::ShapeSim& Sc::ParticleElementRbElementInteraction::getRbShape() const
{
PX_ASSERT(getElement1().getElementType() == ElementType::eSHAPE);
PX_ASSERT(static_cast<ShapeSim&>(getElement1()).getActor().isDynamicRigid() || (static_cast<ShapeSim&>(getElement1()).getActor().getActorType() == PxActorType::eRIGID_STATIC));
return static_cast<ShapeSim&>(getElement1());
}
PX_INLINE void Sc::ParticleElementRbElementInteraction::checkLowLevelActivationState()
{
if (!isDisabled() && !mIsActiveForLowLevel)
{
// The interaction is now valid --> Create low level contact manager
activateForLowLevel(false);
}
else if (isDisabled() && mIsActiveForLowLevel)
{
// The interaction is not valid anymore --> Release low level contact manager
deactivateForLowLevel(false, false);
}
}
PX_INLINE void Sc::ParticleElementRbElementInteraction::onRbShapeChange()
{
getParticleShape().getParticleSystem().onRbShapeChange(getParticleShape(), getRbShape());
}
PX_INLINE void Sc::ParticleElementRbElementInteraction::setPacketShapeIndex(PxU16 idx)
{
PX_ASSERT(idx != PX_INVALID_PACKET_SHAPE_INDEX);
mPacketShapeIndex = idx;
}
}
#endif // PX_USE_PARTICLE_SYSTEM_API
#endif
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