feat(physics): wire physx sdk into build
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69
engine/third_party/physx/source/simulationcontroller/src/ScInteraction.cpp
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69
engine/third_party/physx/source/simulationcontroller/src/ScInteraction.cpp
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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 "ScInteraction.h"
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#include "ScNPhaseCore.h"
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using namespace physx;
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Sc::Interaction::Interaction(ActorSim& actor0, ActorSim& actor1, InteractionType::Enum type, PxU8 flags) :
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mActor0 (actor0),
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mActor1 (actor1),
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mSceneId (PX_INVALID_INTERACTION_SCENE_ID),
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mActorId0 (PX_INVALID_INTERACTION_ACTOR_ID),
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mActorId1 (PX_INVALID_INTERACTION_ACTOR_ID),
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mInteractionType (PxTo8(type)),
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mInteractionFlags (flags),
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mDirtyFlags (0)
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{
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PX_ASSERT_WITH_MESSAGE(&actor0.getScene() == &actor1.getScene(),"Cannot create an interaction between actors belonging to different scenes.");
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PX_ASSERT(PxU32(type)<256); // PT: type is now stored on a byte
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}
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void Sc::Interaction::addToDirtyList()
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{
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getActorSim0().getScene().getNPhaseCore()->addToDirtyInteractionList(this);
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}
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void Sc::Interaction::removeFromDirtyList()
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{
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getActorSim0().getScene().getNPhaseCore()->removeFromDirtyInteractionList(this);
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}
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void Sc::Interaction::setClean(bool removeFromList)
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{
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if (readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST))
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{
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if (removeFromList) // if we process all dirty interactions anyway, then we can just clear the list at the end and save the work here.
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removeFromDirtyList();
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clearInteractionFlag(InteractionFlag::eIN_DIRTY_LIST);
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}
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mDirtyFlags = 0;
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}
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