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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScTriggerInteraction.h

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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) 2008-2025 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 SC_TRIGGER_INTERACTION_H
#define SC_TRIGGER_INTERACTION_H
#include "ScElementSimInteraction.h"
#include "ScShapeSim.h"
#include "GuOverlapTests.h"
namespace physx
{
namespace Sc
{
class TriggerInteraction : public ElementSimInteraction
{
public:
enum TriggerFlag
{
PAIR_FLAGS_MASK = ((PxPairFlag::eNOTIFY_TOUCH_LOST << 1) - 1), // Bits where the PxPairFlags eNOTIFY_TOUCH_FOUND and eNOTIFY_TOUCH_LOST get stored
NEXT_FREE = ((PAIR_FLAGS_MASK << 1) & ~PAIR_FLAGS_MASK),
PROCESS_THIS_FRAME = (NEXT_FREE << 0), // the trigger pair is new or the pose of an actor was set -> initial processing required.
// This is important to cover cases where a static or kinematic
// (non-moving) trigger is created and overlaps with a sleeping
// object. Or for the case where a static/kinematic is teleported to a new
// location. TOUCH_FOUND should still get sent in that case.
LAST = (NEXT_FREE << 1)
};
TriggerInteraction(ShapeSimBase& triggerShape, ShapeSimBase& otherShape);
~TriggerInteraction();
PX_FORCE_INLINE Gu::TriggerCache& getTriggerCache() { return mTriggerCache; }
PX_FORCE_INLINE ShapeSimBase& getTriggerShape() const { return static_cast<ShapeSimBase&>(getElement0()); }
PX_FORCE_INLINE ShapeSimBase& getOtherShape() const { return static_cast<ShapeSimBase&>(getElement1()); }
PX_FORCE_INLINE bool lastFrameHadContacts() const { return mLastFrameHadContacts; }
PX_FORCE_INLINE void updateLastFrameHadContacts(bool hasContact) { mLastFrameHadContacts = hasContact; }
PX_FORCE_INLINE PxPairFlags getTriggerFlags() const { return PxPairFlags(mFlags & PAIR_FLAGS_MASK); }
PX_FORCE_INLINE void setTriggerFlags(PxPairFlags triggerFlags);
PX_FORCE_INLINE void raiseFlag(TriggerFlag flag) { mFlags |= flag; }
PX_FORCE_INLINE void clearFlag(TriggerFlag flag) { mFlags &= ~flag; }
PX_FORCE_INLINE PxIntBool readFlag(TriggerFlag flag) const { return PxIntBool(mFlags & flag); }
PX_FORCE_INLINE void forceProcessingThisFrame(Sc::Scene& scene);
bool onActivate();
bool onDeactivate();
protected:
Gu::TriggerCache mTriggerCache;
bool mLastFrameHadContacts;
};
} // namespace Sc
PX_FORCE_INLINE void Sc::TriggerInteraction::setTriggerFlags(PxPairFlags triggerFlags)
{
PX_ASSERT(PxU32(triggerFlags) < (PxPairFlag::eDETECT_CCD_CONTACT << 1)); // to find out if a new PxPairFlag has been added in which case PAIR_FLAGS_MASK needs to get adjusted
#if PX_CHECKED
if (triggerFlags & PxPairFlag::eNOTIFY_TOUCH_PERSISTS)
{
PX_WARN_ONCE("Trigger pairs do not support PxPairFlag::eNOTIFY_TOUCH_PERSISTS events any longer.");
}
#endif
PxU32 newFlags = mFlags;
PxU32 fl = PxU32(triggerFlags) & PxU32(PxPairFlag::eNOTIFY_TOUCH_FOUND|PxPairFlag::eNOTIFY_TOUCH_LOST);
newFlags &= (~PAIR_FLAGS_MASK); // clear old flags
newFlags |= fl;
mFlags = newFlags;
}
PX_FORCE_INLINE void Sc::TriggerInteraction::forceProcessingThisFrame(Sc::Scene& scene)
{
raiseFlag(PROCESS_THIS_FRAME);
if (!readInteractionFlag(InteractionFlag::eIS_ACTIVE))
{
raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
scene.notifyInteractionActivated(this);
}
}
}
#endif