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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScGpuActorSim.cpp

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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.
#include "ScGpuActorSim.h"
#include "ScNPhaseCore.h"
using namespace physx;
using namespace Sc;
Sc::GPUActorSim::GPUActorSim(Scene& scene, ActorCore& core, const ShapeCore* shapeCore) :
ActorSim (scene, core),
mShapeSim (*this, shapeCore)
{
}
Sc::GPUActorSim::~GPUActorSim()
{
destroyLowLevelVolume();
}
void Sc::GPUActorSim::addToAABBMgr(Bp::FilterType::Enum type)
{
const PxReal contactOffset = mShapeSim.getContactOffset();
mShapeSim.addToAABBMgr(contactOffset, type);
const PxU32 index = mShapeSim.getElementID();
mScene.updateContactDistance(index, contactOffset);
PxsTransformCache& cache = mScene.getLowLevelContext()->getTransformCache();
cache.initEntry(index);
cache.setTransformCache(PxTransform(PxIdentity), 0, index, index);
}
void Sc::GPUActorSim::destroyLowLevelVolume()
{
if(mShapeSim.isInBroadPhase())
{
PxsContactManagerOutputIterator outputs = mScene.getLowLevelContext()->getNphaseImplementationContext()->getContactManagerOutputs();
mScene.getNPhaseCore()->onVolumeRemoved(&mShapeSim, 0, outputs);
mShapeSim.removeFromAABBMgr();
}
PX_ASSERT(!mShapeSim.isInBroadPhase());
}