// 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 "ScGpuActorSim.h" #include "ScNPhaseCore.h" using namespace physx; using namespace Sc; Sc::GPUActorSim::GPUActorSim(Scene& scene, ActorCore& core, const ShapeCore* shapeCore) : ActorSim (scene, core), mShapeSim (*this, shapeCore) { } Sc::GPUActorSim::~GPUActorSim() { destroyLowLevelVolume(); } void Sc::GPUActorSim::addToAABBMgr(Bp::FilterType::Enum type) { const PxReal contactOffset = mShapeSim.getContactOffset(); mShapeSim.addToAABBMgr(contactOffset, type); const PxU32 index = mShapeSim.getElementID(); mScene.updateContactDistance(index, contactOffset); PxsTransformCache& cache = mScene.getLowLevelContext()->getTransformCache(); cache.initEntry(index); cache.setTransformCache(PxTransform(PxIdentity), 0, index, index); } void Sc::GPUActorSim::destroyLowLevelVolume() { if(mShapeSim.isInBroadPhase()) { PxsContactManagerOutputIterator outputs = mScene.getLowLevelContext()->getNphaseImplementationContext()->getContactManagerOutputs(); mScene.getNPhaseCore()->onVolumeRemoved(&mShapeSim, 0, outputs); mShapeSim.removeFromAABBMgr(); } PX_ASSERT(!mShapeSim.isInBroadPhase()); }