70 lines
2.9 KiB
C++
70 lines
2.9 KiB
C++
|
|
// 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.
|
||
|
|
|
||
|
|
|
||
|
|
#include "ScInteraction.h"
|
||
|
|
#include "ScNPhaseCore.h"
|
||
|
|
|
||
|
|
using namespace physx;
|
||
|
|
|
||
|
|
Sc::Interaction::Interaction(ActorSim& actor0, ActorSim& actor1, InteractionType::Enum type, PxU8 flags) :
|
||
|
|
mActor0 (actor0),
|
||
|
|
mActor1 (actor1),
|
||
|
|
mSceneId (PX_INVALID_INTERACTION_SCENE_ID),
|
||
|
|
mActorId0 (PX_INVALID_INTERACTION_ACTOR_ID),
|
||
|
|
mActorId1 (PX_INVALID_INTERACTION_ACTOR_ID),
|
||
|
|
mInteractionType (PxTo8(type)),
|
||
|
|
mInteractionFlags (flags),
|
||
|
|
mDirtyFlags (0)
|
||
|
|
{
|
||
|
|
PX_ASSERT_WITH_MESSAGE(&actor0.getScene() == &actor1.getScene(),"Cannot create an interaction between actors belonging to different scenes.");
|
||
|
|
PX_ASSERT(PxU32(type)<256); // PT: type is now stored on a byte
|
||
|
|
}
|
||
|
|
|
||
|
|
void Sc::Interaction::addToDirtyList()
|
||
|
|
{
|
||
|
|
getActorSim0().getScene().getNPhaseCore()->addToDirtyInteractionList(this);
|
||
|
|
}
|
||
|
|
|
||
|
|
void Sc::Interaction::removeFromDirtyList()
|
||
|
|
{
|
||
|
|
getActorSim0().getScene().getNPhaseCore()->removeFromDirtyInteractionList(this);
|
||
|
|
}
|
||
|
|
|
||
|
|
void Sc::Interaction::setClean(bool removeFromList)
|
||
|
|
{
|
||
|
|
if (readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST))
|
||
|
|
{
|
||
|
|
if (removeFromList) // if we process all dirty interactions anyway, then we can just clear the list at the end and save the work here.
|
||
|
|
removeFromDirtyList();
|
||
|
|
clearInteractionFlag(InteractionFlag::eIN_DIRTY_LIST);
|
||
|
|
}
|
||
|
|
|
||
|
|
mDirtyFlags = 0;
|
||
|
|
}
|