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