// 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 "ScScene.h" #include "ScConstraintSim.h" #include "ScConstraintCore.h" #include "ScConstraintInteraction.h" #include "common/PxProfileZone.h" using namespace physx; // PT: the breakable constraints are added to / removed from mActiveBreakableConstraints: void Sc::Scene::addActiveBreakableConstraint(Sc::ConstraintSim* c, Sc::ConstraintInteraction* ci) { PX_ASSERT(ci && ci->readInteractionFlag(InteractionFlag::eIS_ACTIVE)); PX_UNUSED(ci); PX_ASSERT(!mActiveBreakableConstraints.contains(c)); PX_ASSERT(!c->isBroken()); mActiveBreakableConstraints.insert(c); c->setFlag(ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED); } void Sc::Scene::removeActiveBreakableConstraint(Sc::ConstraintSim* c) { const bool exists = mActiveBreakableConstraints.erase(c); PX_ASSERT(exists); PX_UNUSED(exists); c->clearFlag(ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED); } // PT: then at runtime we parse mActiveBreakableConstraints, check for max force exceeded, // and add broken constraints to mBrokenConstraints: void Sc::Scene::checkConstraintBreakage() { PX_PROFILE_ZONE("Sim.checkConstraintBreakage", mContextId); PxU32 count = mActiveBreakableConstraints.size(); if(!count) return; PxPinnedArray& pool = mDynamicsContext->getConstraintWriteBackPool(); ConstraintSim* const* constraints = mActiveBreakableConstraints.getEntries(); while(count--) { ConstraintSim* sim = constraints[count]; // start from the back because broken constraints get removed from the list PX_ASSERT(sim->readFlag(ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED)); const Dy::ConstraintWriteback& solverOutput = pool[sim->getLowLevelConstraint().index]; if(solverOutput.isBroken()) { sim->setFlag(ConstraintSim::eBROKEN); ConstraintCore& core = sim->getCore(); if(mSimulationEventCallback) { PX_ASSERT(mBrokenConstraints.find(&core) == mBrokenConstraints.end()); mBrokenConstraints.pushBack(&core); } core.breakApart(); ConstraintInteraction* interaction = const_cast(sim->getInteraction()); interaction->destroy(); // PT: this will call removeFromActiveBreakableList above // update related SIPs { ActorSim& a0 = interaction->getActorSim0(); ActorSim& a1 = interaction->getActorSim1(); ActorSim& actor = (a0.getActorInteractionCount() < a1.getActorInteractionCount()) ? a0 : a1; actor.setActorsInteractionsDirty(InteractionDirtyFlag::eFILTER_STATE, NULL, InteractionFlag::eRB_ELEMENT); // because broken constraints can re-enable contact response between the two bodies } PX_ASSERT(!sim->readFlag(ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED)); } } } // PT: finally mBrokenConstraints is parsed and callbacks issued: void Sc::Scene::fireBrokenConstraintCallbacks() { if(!mSimulationEventCallback) return; const PxU32 count = mBrokenConstraints.size(); for(PxU32 i=0;igetSim()); PxU32 typeID = 0xffffffff; void* externalRef = c->getPxConnector()->getExternalReference(typeID); PX_CHECK_MSG(typeID != 0xffffffff, "onConstraintBreak: Invalid constraint type ID."); PxConstraintInfo constraintInfo(c->getPxConstraint(), externalRef, typeID); { // PT: TODO: batch data and call this only once PX_PROFILE_ZONE("USERCODE - PxSimulationEventCallback::onConstraintBreak", mContextId); mSimulationEventCallback->onConstraintBreak(&constraintInfo, 1); } } }