// 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 "ScTriggerInteraction.h" #include "ScBodySim.h" #include "ScNPhaseCore.h" using namespace physx; using namespace Sc; TriggerInteraction::TriggerInteraction( ShapeSimBase& tShape, ShapeSimBase& oShape) : ElementSimInteraction(tShape, oShape, InteractionType::eTRIGGER, InteractionFlag::eRB_ELEMENT | InteractionFlag::eFILTERABLE), mLastFrameHadContacts(false) { mFlags = PROCESS_THIS_FRAME; // The PxPairFlags eNOTIFY_TOUCH_FOUND and eNOTIFY_TOUCH_LOST get stored and mixed up with internal flags. Make sure any breaking change gets noticed. PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_FOUND < PxPairFlag::eNOTIFY_TOUCH_LOST); PX_COMPILE_TIME_ASSERT((PAIR_FLAGS_MASK & PxPairFlag::eNOTIFY_TOUCH_FOUND) == PxPairFlag::eNOTIFY_TOUCH_FOUND); PX_COMPILE_TIME_ASSERT((PAIR_FLAGS_MASK & PxPairFlag::eNOTIFY_TOUCH_LOST) == PxPairFlag::eNOTIFY_TOUCH_LOST); PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_FOUND < 0xffff); PX_COMPILE_TIME_ASSERT(PxPairFlag::eNOTIFY_TOUCH_LOST < 0xffff); PX_COMPILE_TIME_ASSERT(LAST < 0xffff); { const bool active = onActivate(); registerInActors(); getScene().registerInteraction(this, active); } PX_ASSERT(getTriggerShape().getFlags() & PxShapeFlag::eTRIGGER_SHAPE); mTriggerCache.state = Gu::TRIGGER_DISJOINT; } TriggerInteraction::~TriggerInteraction() { getScene().unregisterInteraction(this); unregisterFromActors(); } static bool isOneActorActive(TriggerInteraction* trigger) { const ActorSim& actorSim0 = trigger->getTriggerShape().getActor(); if(actorSim0.isActive() && actorSim0.isDynamicRigid()) { const BodySim* bodySim0 = static_cast(&actorSim0); PX_UNUSED(bodySim0); PX_ASSERT(!bodySim0->isKinematic() || bodySim0->readInternalFlag(BodySim::BF_KINEMATIC_MOVED) || bodySim0->readInternalFlag(BodySim::InternalFlags(BodySim::BF_KINEMATIC_SETTLING | BodySim::BF_KINEMATIC_SETTLING_2))); return true; } const ActorSim& actorSim1 = trigger->getOtherShape().getActor(); if(actorSim1.isActive() && actorSim1.isDynamicRigid()) { const BodySim* bodySim1 = static_cast(&actorSim1); PX_UNUSED(bodySim1); PX_ASSERT(!bodySim1->isKinematic() || bodySim1->readInternalFlag(BodySim::BF_KINEMATIC_MOVED) || bodySim1->readInternalFlag(BodySim::InternalFlags(BodySim::BF_KINEMATIC_SETTLING | BodySim::BF_KINEMATIC_SETTLING_2))); return true; } return false; } // // Some general information about triggers and sleeping // // The goal is to avoid running overlap tests if both objects are sleeping. // This is an optimization for eNOTIFY_TOUCH_LOST events since the overlap state // can not change if both objects are sleeping. eNOTIFY_TOUCH_FOUND should be sent nonetheless. // For this to work the following assumptions are made: // - On creation or if the pose of an actor is set, the pair will always be checked. // - If the scenario above does not apply, then a trigger pair can only be deactivated, if both actors are sleeping. // - If an overlapping actor is activated/deactivated, the trigger interaction gets notified // bool TriggerInteraction::onActivate() { // IMPORTANT: this method can get called concurrently from multiple threads -> make sure shared resources // are protected (note: there are none at the moment but it might change) if(!(readFlag(PROCESS_THIS_FRAME))) { if(isOneActorActive(this)) { raiseInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; } else return false; } else { raiseInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; // newly created trigger pairs should always test for overlap, no matter the sleep state } } bool TriggerInteraction::onDeactivate() { if(!readFlag(PROCESS_THIS_FRAME)) { if(!isOneActorActive(this)) { clearInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; } else return false; } else return false; }