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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScElementSim.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_ELEMENT_SIM_H
#define SC_ELEMENT_SIM_H
#include "PxFiltering.h"
#include "PxvConfig.h"
#include "ScActorSim.h"
#include "ScInteraction.h"
#include "BpAABBManager.h"
#include "ScObjectIDTracker.h"
#include "ScScene.h"
namespace physx
{
namespace Sc
{
class ElementSimInteraction;
// A ElementSim is a part of a ActorSim. It contributes to the activation framework by adding its interactions to the actor.
class ElementSim
{
PX_NOCOPY(ElementSim)
public:
class ElementInteractionIterator
{
public:
PX_FORCE_INLINE ElementInteractionIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) :
mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
ElementSimInteraction* getNext();
private:
Interaction** mInteractions;
Interaction** mInteractionsLast;
const ElementSim* mElement;
};
class ElementInteractionReverseIterator
{
public:
PX_FORCE_INLINE ElementInteractionReverseIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) :
mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
ElementSimInteraction* getNext();
private:
Interaction** mInteractions;
Interaction** mInteractionsLast;
const ElementSim* mElement;
};
ElementSim(ActorSim& actor);
protected:
~ElementSim();
public:
// Get an iterator to the interactions connected to the element
// 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
// 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.
// 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
// just the same as parsing the actor's array.
PX_FORCE_INLINE ElementInteractionIterator getElemInteractions() const { return ElementInteractionIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
PX_FORCE_INLINE ElementInteractionReverseIterator getElemInteractionsReverse() const { return ElementInteractionReverseIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
PX_FORCE_INLINE ActorSim& getActor() const { return mActor; }
PX_FORCE_INLINE Scene& getScene() const { return mActor.getScene(); }
PX_FORCE_INLINE PxU32 getElementID() const { return mElementID; }
PX_FORCE_INLINE bool isInBroadPhase() const { return mInBroadPhase; }
PX_FORCE_INLINE void setInBroadPhase() { mInBroadPhase = true; }
void addToAABBMgr(PxReal contactDistance, Bp::FilterGroup::Enum group, Bp::ElementType::Enum type);
PX_FORCE_INLINE void addToAABBMgr(PxReal contactOffset, Bp::FilterType::Enum type)
{
const PxU32 group = Bp::FilterGroup::eDYNAMICS_BASE + mActor.getActorID();
addToAABBMgr(contactOffset, Bp::FilterGroup::Enum((group << BP_FILTERING_TYPE_SHIFT_BIT) | type), Bp::ElementType::eSHAPE);
}
bool removeFromAABBMgr();
PX_FORCE_INLINE void initID()
{
Scene& scene = getScene();
mElementID = scene.getElementIDPool().createID();
scene.getBoundsArray().initEntry(mElementID);
}
PX_FORCE_INLINE void releaseID()
{
getScene().getElementIDPool().releaseID(mElementID);
}
protected:
ActorSim& mActor;
PxU32 mElementID : 31; // PT: ID provided by Sc::Scene::mElementIDPool
PxU32 mInBroadPhase : 1;
public:
PxU32 mShapeArrayIndex;
};
PX_FORCE_INLINE void setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type)
{
PX_ASSERT((attr & (PxFilterObjectType::eMAX_TYPE_COUNT-1)) == 0);
attr |= type;
}
} // namespace Sc
}
#endif