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All rights reserved. #ifndef SC_ELEMENT_SIM_H #define SC_ELEMENT_SIM_H #include "PxFiltering.h" #include "PxvConfig.h" #include "ScActorSim.h" #include "ScInteraction.h" #include "BpAABBManager.h" #include "ScObjectIDTracker.h" #include "ScScene.h" namespace physx { namespace Sc { class ElementSimInteraction; // A ElementSim is a part of a ActorSim. It contributes to the activation framework by adding its interactions to the actor. class ElementSim { PX_NOCOPY(ElementSim) public: class ElementInteractionIterator { public: PX_FORCE_INLINE ElementInteractionIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) : mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {} ElementSimInteraction* getNext(); private: Interaction** mInteractions; Interaction** mInteractionsLast; const ElementSim* mElement; }; class ElementInteractionReverseIterator { public: PX_FORCE_INLINE ElementInteractionReverseIterator(const ElementSim& e, PxU32 nbInteractions, Interaction** interactions) : mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {} ElementSimInteraction* getNext(); private: Interaction** mInteractions; Interaction** mInteractionsLast; const ElementSim* mElement; }; ElementSim(ActorSim& actor); protected: ~ElementSim(); public: // Get an iterator to the interactions connected to the element // PT: this may seem strange at first glance since the "element interactions" appear to use the "actor interactions". The thing that makes this work is hidden // inside the iterator implementation: it does parse all the actor interactions indeed, but filters out the ones that do not contain "this", i.e. the desired element. // So this is inefficient (parsing potentially many more interactions than needed, imagine in a large compound) but it works, and the iterator has a point - it isn't // just the same as parsing the actor's array. PX_FORCE_INLINE ElementInteractionIterator getElemInteractions() const { return ElementInteractionIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); } PX_FORCE_INLINE ElementInteractionReverseIterator getElemInteractionsReverse() const { return ElementInteractionReverseIterator(*this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); } PX_FORCE_INLINE ActorSim& getActor() const { return mActor; } PX_FORCE_INLINE Scene& getScene() const { return mActor.getScene(); } PX_FORCE_INLINE PxU32 getElementID() const { return mElementID; } PX_FORCE_INLINE bool isInBroadPhase() const { return mInBroadPhase; } PX_FORCE_INLINE void setInBroadPhase() { mInBroadPhase = true; } void addToAABBMgr(PxReal contactDistance, Bp::FilterGroup::Enum group, Bp::ElementType::Enum type); PX_FORCE_INLINE void addToAABBMgr(PxReal contactOffset, Bp::FilterType::Enum type) { const PxU32 group = Bp::FilterGroup::eDYNAMICS_BASE + mActor.getActorID(); addToAABBMgr(contactOffset, Bp::FilterGroup::Enum((group << BP_FILTERING_TYPE_SHIFT_BIT) | type), Bp::ElementType::eSHAPE); } bool removeFromAABBMgr(); PX_FORCE_INLINE void initID() { Scene& scene = getScene(); mElementID = scene.getElementIDPool().createID(); scene.getBoundsArray().initEntry(mElementID); } PX_FORCE_INLINE void releaseID() { getScene().getElementIDPool().releaseID(mElementID); } protected: ActorSim& mActor; PxU32 mElementID : 31; // PT: ID provided by Sc::Scene::mElementIDPool PxU32 mInBroadPhase : 1; public: PxU32 mShapeArrayIndex; }; PX_FORCE_INLINE void setFilterObjectAttributeType(PxFilterObjectAttributes& attr, PxFilterObjectType::Enum type) { PX_ASSERT((attr & (PxFilterObjectType::eMAX_TYPE_COUNT-1)) == 0); attr |= type; } } // namespace Sc } #endif