137 lines
5.7 KiB
C
137 lines
5.7 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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#ifndef SC_ELEMENT_SIM_H
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#define SC_ELEMENT_SIM_H
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#include "PxFiltering.h"
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#include "PxvConfig.h"
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#include "ScActorSim.h"
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#include "ScInteraction.h"
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#include "BpAABBManager.h"
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#include "ScObjectIDTracker.h"
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#include "ScScene.h"
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namespace physx
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{
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namespace Sc
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{
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class ElementSimInteraction;
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// A ElementSim is a part of a ActorSim. It contributes to the activation framework by adding its interactions to the actor.
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class ElementSim
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{
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PX_NOCOPY(ElementSim)
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public:
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class ElementInteractionIterator
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{
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public:
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PX_FORCE_INLINE ElementInteractionIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) :
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mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
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ElementSimInteraction* getNext();
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private:
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Interaction** mInteractions;
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Interaction** mInteractionsLast;
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const ElementSim* mElement;
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};
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class ElementInteractionReverseIterator
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{
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public:
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PX_FORCE_INLINE ElementInteractionReverseIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) :
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mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
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ElementSimInteraction* getNext();
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private:
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Interaction** mInteractions;
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Interaction** mInteractionsLast;
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const ElementSim* mElement;
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};
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ElementSim(ActorSim& actor);
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protected:
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~ElementSim();
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public:
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// Get an iterator to the interactions connected to the element
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// PT: this may seem strange at first glance since the "element interactions" appear to use the "actor interactions". The thing that makes this work is hidden
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// inside the iterator implementation: it does parse all the actor interactions indeed, but filters out the ones that do not contain "this", i.e. the desired element.
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// So this is inefficient (parsing potentially many more interactions than needed, imagine in a large compound) but it works, and the iterator has a point - it isn't
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// just the same as parsing the actor's array.
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PX_FORCE_INLINE ElementInteractionIterator getElemInteractions() const { return ElementInteractionIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
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PX_FORCE_INLINE ElementInteractionReverseIterator getElemInteractionsReverse() const { return ElementInteractionReverseIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
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PX_FORCE_INLINE ActorSim& getActor() const { return mActor; }
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PX_FORCE_INLINE Scene& getScene() const { return mActor.getScene(); }
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PX_FORCE_INLINE PxU32 getElementID() const { return mElementID; }
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PX_FORCE_INLINE bool isInBroadPhase() const { return mInBroadPhase; }
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PX_FORCE_INLINE void setInBroadPhase() { mInBroadPhase = true; }
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void addToAABBMgr(PxReal contactDistance, Bp::FilterGroup::Enum group, Bp::ElementType::Enum type);
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PX_FORCE_INLINE void addToAABBMgr(PxReal contactOffset, Bp::FilterType::Enum type)
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{
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const PxU32 group = Bp::FilterGroup::eDYNAMICS_BASE + mActor.getActorID();
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addToAABBMgr(contactOffset, Bp::FilterGroup::Enum((group << BP_FILTERING_TYPE_SHIFT_BIT) | type), Bp::ElementType::eSHAPE);
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}
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bool removeFromAABBMgr();
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PX_FORCE_INLINE void initID()
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{
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Scene& scene = getScene();
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mElementID = scene.getElementIDPool().createID();
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scene.getBoundsArray().initEntry(mElementID);
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}
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PX_FORCE_INLINE void releaseID()
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{
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getScene().getElementIDPool().releaseID(mElementID);
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}
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protected:
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ActorSim& mActor;
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PxU32 mElementID : 31; // PT: ID provided by Sc::Scene::mElementIDPool
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PxU32 mInBroadPhase : 1;
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public:
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PxU32 mShapeArrayIndex;
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};
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PX_FORCE_INLINE void setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type)
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{
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PX_ASSERT((attr & (PxFilterObjectType::eMAX_TYPE_COUNT-1)) == 0);
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attr |= type;
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}
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} // namespace Sc
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}
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#endif
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