227 lines
7.8 KiB
C++
227 lines
7.8 KiB
C++
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "ScBodySim.h"
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#include "ScStaticSim.h"
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#include "ScConstraintCore.h"
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#include "ScConstraintSim.h"
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#include "ScConstraintInteraction.h"
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#include "ScElementSimInteraction.h"
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using namespace physx;
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using namespace Sc;
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static ConstraintInteraction* createInteraction(ConstraintSim* sim, RigidCore* r0, RigidCore* r1, Scene& scene)
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{
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return scene.getConstraintInteractionPool().construct( sim,
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r0 ? *r0->getSim() : scene.getStaticAnchor(),
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r1 ? *r1->getSim() : scene.getStaticAnchor());
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}
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static void releaseInteraction(ConstraintInteraction* interaction, const ConstraintSim* sim, Scene& scene)
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{
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if(!sim->isBroken())
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interaction->destroy();
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scene.getConstraintInteractionPool().destroy(interaction);
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}
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Sc::ConstraintSim::ConstraintSim(ConstraintCore& core, RigidCore* r0, RigidCore* r1, Scene& scene) :
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mScene (scene),
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mCore (core),
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mInteraction(NULL),
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mFlags (0)
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{
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mBodies[0] = (r0 && (r0->getActorCoreType() != PxActorType::eRIGID_STATIC)) ? static_cast<BodySim*>(r0->getSim()) : 0;
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mBodies[1] = (r1 && (r1->getActorCoreType() != PxActorType::eRIGID_STATIC)) ? static_cast<BodySim*>(r1->getSim()) : 0;
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const PxU32 id = scene.getConstraintIDTracker().createID();
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mLowLevelConstraint.index = id;
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PxPinnedArray<Dy::ConstraintWriteback>& writeBackPool = scene.getDynamicsContext()->getConstraintWriteBackPool();
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if(id >= writeBackPool.capacity())
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writeBackPool.reserve(writeBackPool.capacity() * 2);
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writeBackPool.resize(PxMax(writeBackPool.size(), id + 1));
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writeBackPool[id].initialize();
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if(!createLLConstraint())
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return;
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PxReal linBreakForce, angBreakForce;
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core.getBreakForce(linBreakForce, angBreakForce);
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if ((linBreakForce < PX_MAX_F32) || (angBreakForce < PX_MAX_F32))
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setFlag(eBREAKABLE);
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core.setSim(this);
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mInteraction = createInteraction(this, r0, r1, scene);
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PX_ASSERT(!mInteraction->isRegistered()); // constraint interactions must not register in the scene, there is a list of Sc::ConstraintSim instead
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}
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Sc::ConstraintSim::~ConstraintSim()
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{
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PX_ASSERT(mInteraction); // This is fine now, a body which gets removed from the scene removes all constraints automatically
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PX_ASSERT(!mInteraction->isRegistered()); // constraint interactions must not register in the scene, there is a list of Sc::ConstraintSim instead
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releaseInteraction(mInteraction, this, mScene);
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mScene.getConstraintIDTracker().releaseID(mLowLevelConstraint.index);
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destroyLLConstraint();
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mCore.setSim(NULL);
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}
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static PX_FORCE_INLINE void setLLBodies(Dy::Constraint& c, BodySim* b0, BodySim* b1)
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{
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PxsRigidBody* body0 = b0 ? &b0->getLowLevelBody() : NULL;
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PxsRigidBody* body1 = b1 ? &b1->getLowLevelBody() : NULL;
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c.body0 = body0;
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c.body1 = body1;
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c.bodyCore0 = body0 ? &body0->getCore() : NULL;
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c.bodyCore1 = body1 ? &body1->getCore() : NULL;
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}
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bool Sc::ConstraintSim::createLLConstraint()
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{
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ConstraintCore& core = getCore();
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const PxU32 constantBlockSize = core.getConstantBlockSize();
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void* constantBlock = mScene.allocateConstraintBlock(constantBlockSize);
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if(!constantBlock)
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return PxGetFoundation().error(PxErrorCode::eINTERNAL_ERROR, PX_FL, "Constraint: could not allocate low-level resources.");
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//Ensure the constant block isn't just random data because some functions may attempt to use it before it is
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//setup. Specifically pvd visualization of joints
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//-CN
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PxMemZero(constantBlock, constantBlockSize);
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Dy::Constraint& llc = mLowLevelConstraint;
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core.getBreakForce(llc.linBreakForce, llc.angBreakForce);
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llc.flags = core.getFlags();
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llc.constantBlockSize = PxU16(constantBlockSize);
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llc.solverPrep = core.getSolverPrep();
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llc.constantBlock = constantBlock;
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llc.minResponseThreshold = core.getMinResponseThreshold();
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//llc.index = mLowLevelConstraint.index;
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setLLBodies(llc, mBodies[0], mBodies[1]);
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return true;
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}
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void Sc::ConstraintSim::destroyLLConstraint()
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{
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if(mLowLevelConstraint.constantBlock)
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mScene.deallocateConstraintBlock(mLowLevelConstraint.constantBlock, mLowLevelConstraint.constantBlockSize);
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}
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void Sc::ConstraintSim::setBodies(RigidCore* r0, RigidCore* r1)
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{
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PX_ASSERT(mInteraction);
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mScene.removeConstraintFromMap(*mInteraction);
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releaseInteraction(mInteraction, this, mScene);
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BodySim* b0 = (r0 && (r0->getActorCoreType() != PxActorType::eRIGID_STATIC)) ? static_cast<BodySim*>(r0->getSim()) : 0;
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BodySim* b1 = (r1 && (r1->getActorCoreType() != PxActorType::eRIGID_STATIC)) ? static_cast<BodySim*>(r1->getSim()) : 0;
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setLLBodies(mLowLevelConstraint, b0, b1);
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mBodies[0] = b0;
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mBodies[1] = b1;
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mInteraction = createInteraction(this, r0, r1, mScene);
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mScene.addConstraintToMap(mCore, r0, r1);
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}
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void Sc::ConstraintSim::getForce(PxVec3& lin, PxVec3& ang)
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{
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const PxReal recipDt = mScene.getOneOverDt();
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Dy::ConstraintWriteback& solverOutput = mScene.getDynamicsContext()->getConstraintWriteBackPool()[mLowLevelConstraint.index];
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lin = solverOutput.linearImpulse * recipDt;
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ang = solverOutput.angularImpulse * recipDt;
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}
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void Sc::ConstraintSim::setBreakForceLL(PxReal linear, PxReal angular)
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{
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PxU8 wasBreakable = readFlag(eBREAKABLE);
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PxU8 isBreakable;
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if ((linear < PX_MAX_F32) || (angular < PX_MAX_F32))
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isBreakable = eBREAKABLE;
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else
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isBreakable = 0;
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if (isBreakable != wasBreakable)
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{
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if (isBreakable)
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{
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PX_ASSERT(!readFlag(eCHECK_MAX_FORCE_EXCEEDED));
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setFlag(eBREAKABLE);
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if (mInteraction->readInteractionFlag(InteractionFlag::eIS_ACTIVE))
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mScene.addActiveBreakableConstraint(this, mInteraction);
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}
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else
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{
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if (readFlag(eCHECK_MAX_FORCE_EXCEEDED))
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mScene.removeActiveBreakableConstraint(this);
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clearFlag(eBREAKABLE);
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}
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}
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mLowLevelConstraint.linBreakForce = linear;
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mLowLevelConstraint.angBreakForce = angular;
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}
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void Sc::ConstraintSim::postFlagChange(PxConstraintFlags /*oldFlags*/, PxConstraintFlags newFlags)
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{
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mLowLevelConstraint.flags = newFlags;
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}
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PxConstraintGPUIndex Sc::ConstraintSim::getGPUIndex() const
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{
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//
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// The constraint ID is used as GPU index
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//
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if (mLowLevelConstraint.flags & PxConstraintFlag::eGPU_COMPATIBLE)
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{
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PX_COMPILE_TIME_ASSERT(sizeof(Dy::Constraint::index) <= sizeof(PxConstraintGPUIndex));
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return static_cast<PxConstraintGPUIndex>(mLowLevelConstraint.index);
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}
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else
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return PX_INVALID_CONSTRAINT_GPU_INDEX;
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}
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