feat(physics): wire physx sdk into build
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118
engine/third_party/physx/source/simulationcontroller/src/ScTriggerInteraction.h
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118
engine/third_party/physx/source/simulationcontroller/src/ScTriggerInteraction.h
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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_TRIGGER_INTERACTION_H
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#define SC_TRIGGER_INTERACTION_H
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#include "ScElementSimInteraction.h"
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#include "ScShapeSim.h"
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#include "GuOverlapTests.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 TriggerInteraction : public ElementSimInteraction
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{
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public:
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enum TriggerFlag
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{
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PAIR_FLAGS_MASK = ((PxPairFlag::eNOTIFY_TOUCH_LOST << 1) - 1), // Bits where the PxPairFlags eNOTIFY_TOUCH_FOUND and eNOTIFY_TOUCH_LOST get stored
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NEXT_FREE = ((PAIR_FLAGS_MASK << 1) & ~PAIR_FLAGS_MASK),
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PROCESS_THIS_FRAME = (NEXT_FREE << 0), // the trigger pair is new or the pose of an actor was set -> initial processing required.
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// This is important to cover cases where a static or kinematic
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// (non-moving) trigger is created and overlaps with a sleeping
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// object. Or for the case where a static/kinematic is teleported to a new
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// location. TOUCH_FOUND should still get sent in that case.
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LAST = (NEXT_FREE << 1)
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};
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TriggerInteraction(ShapeSimBase& triggerShape, ShapeSimBase& otherShape);
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~TriggerInteraction();
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PX_FORCE_INLINE Gu::TriggerCache& getTriggerCache() { return mTriggerCache; }
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PX_FORCE_INLINE ShapeSimBase& getTriggerShape() const { return static_cast<ShapeSimBase&>(getElement0()); }
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PX_FORCE_INLINE ShapeSimBase& getOtherShape() const { return static_cast<ShapeSimBase&>(getElement1()); }
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PX_FORCE_INLINE bool lastFrameHadContacts() const { return mLastFrameHadContacts; }
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PX_FORCE_INLINE void updateLastFrameHadContacts(bool hasContact) { mLastFrameHadContacts = hasContact; }
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PX_FORCE_INLINE PxPairFlags getTriggerFlags() const { return PxPairFlags(mFlags & PAIR_FLAGS_MASK); }
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PX_FORCE_INLINE void setTriggerFlags(PxPairFlags triggerFlags);
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PX_FORCE_INLINE void raiseFlag(TriggerFlag flag) { mFlags |= flag; }
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PX_FORCE_INLINE void clearFlag(TriggerFlag flag) { mFlags &= ~flag; }
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PX_FORCE_INLINE PxIntBool readFlag(TriggerFlag flag) const { return PxIntBool(mFlags & flag); }
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PX_FORCE_INLINE void forceProcessingThisFrame(Sc::Scene& scene);
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bool onActivate();
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bool onDeactivate();
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protected:
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Gu::TriggerCache mTriggerCache;
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bool mLastFrameHadContacts;
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};
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} // namespace Sc
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PX_FORCE_INLINE void Sc::TriggerInteraction::setTriggerFlags(PxPairFlags triggerFlags)
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{
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PX_ASSERT(PxU32(triggerFlags) < (PxPairFlag::eDETECT_CCD_CONTACT << 1)); // to find out if a new PxPairFlag has been added in which case PAIR_FLAGS_MASK needs to get adjusted
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#if PX_CHECKED
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if (triggerFlags & PxPairFlag::eNOTIFY_TOUCH_PERSISTS)
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{
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PX_WARN_ONCE("Trigger pairs do not support PxPairFlag::eNOTIFY_TOUCH_PERSISTS events any longer.");
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}
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#endif
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PxU32 newFlags = mFlags;
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PxU32 fl = PxU32(triggerFlags) & PxU32(PxPairFlag::eNOTIFY_TOUCH_FOUND|PxPairFlag::eNOTIFY_TOUCH_LOST);
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newFlags &= (~PAIR_FLAGS_MASK); // clear old flags
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newFlags |= fl;
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mFlags = newFlags;
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}
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PX_FORCE_INLINE void Sc::TriggerInteraction::forceProcessingThisFrame(Sc::Scene& scene)
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{
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raiseFlag(PROCESS_THIS_FRAME);
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if (!readInteractionFlag(InteractionFlag::eIS_ACTIVE))
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{
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raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
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scene.notifyInteractionActivated(this);
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}
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}
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}
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#endif
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