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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScTriggerInteraction.cpp

139 lines
5.5 KiB
C++

// 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<const BodySim*>(&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<const BodySim*>(&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;
}