211 lines
8.1 KiB
C
211 lines
8.1 KiB
C
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//
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// 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) 2008-2019 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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#ifndef PX_PHYSICS_SCP_INTERACTION
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#define PX_PHYSICS_SCP_INTERACTION
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#include "foundation/Px.h"
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#include "ScInteractionFlags.h"
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#include "ScScene.h"
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#include "ScActorSim.h"
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#include "PsUserAllocated.h"
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#include "PsUtilities.h"
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#include "PsFoundation.h"
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namespace physx
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{
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#define PX_INVALID_INTERACTION_ACTOR_ID 0xffffffff
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#define PX_INVALID_INTERACTION_SCENE_ID 0xffffffff
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namespace Sc
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{
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// Interactions are used for connecting actors into activation groups. An interaction always connects exactly two actors.
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// An interaction is implicitly active if at least one of the two actors it connects is active.
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class Interaction : public Ps::UserAllocated
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{
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PX_NOCOPY(Interaction)
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protected:
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Interaction(ActorSim& actor0, ActorSim& actor1, InteractionType::Enum interactionType, PxU8 flags);
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~Interaction() { PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST)); }
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public:
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// Interactions automatically register themselves in the actors here
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PX_FORCE_INLINE bool registerInActors(void* data = NULL);
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// Interactions automatically unregister themselves from the actors here
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PX_FORCE_INLINE void unregisterFromActors();
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PX_FORCE_INLINE ActorSim& getActorSim0() const { return mActor0; }
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PX_FORCE_INLINE ActorSim& getActorSim1() const { return mActor1; }
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PX_FORCE_INLINE Scene& getScene() const { return mActor0.getScene(); }
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PX_FORCE_INLINE InteractionType::Enum getType() const { return InteractionType::Enum(mInteractionType); }
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PX_FORCE_INLINE PxU8 readInteractionFlag(PxU8 flag) const { return PxU8(mInteractionFlags & flag); }
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PX_FORCE_INLINE void raiseInteractionFlag(InteractionFlag::Enum flag) { mInteractionFlags |= flag; }
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PX_FORCE_INLINE void clearInteractionFlag(InteractionFlag::Enum flag) { mInteractionFlags &= ~flag; }
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/**
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\brief Mark the interaction as dirty. This will put the interaction into a list that is processed once per simulation step.
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@see InteractionDirtyFlag
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*/
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PX_FORCE_INLINE void setDirty(PxU32 dirtyFlags);
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/**
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\brief Clear all flags that mark the interaction as dirty and optionally remove the interaction from the list of dirty interactions.
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@see InteractionDirtyFlag
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*/
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/*PX_FORCE_INLINE*/ void setClean(bool removeFromList);
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PX_FORCE_INLINE Ps::IntBool needsRefiltering() const { return (getDirtyFlags() & InteractionDirtyFlag::eFILTER_STATE); }
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PX_FORCE_INLINE Ps::IntBool isElementInteraction() const;
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// Called when an interaction is activated or created.
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// Return true if activation should proceed else return false (for example: joint interaction between two kinematics should not get activated)
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// virtual bool onActivate_(void* data) = 0;
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// Called when an interaction is deactivated.
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// Return true if deactivation should proceed else return false (for example: joint interaction between two kinematics can ignore deactivation because it always is deactivated)
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// virtual bool onDeactivate_() = 0;
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PX_FORCE_INLINE void setInteractionId(PxU32 id) { mSceneId = id; }
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PX_FORCE_INLINE PxU32 getInteractionId() const { return mSceneId; }
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PX_FORCE_INLINE bool isRegistered() const { return mSceneId != PX_INVALID_INTERACTION_SCENE_ID; }
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PX_FORCE_INLINE void setActorId(ActorSim* actor, PxU32 id);
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PX_FORCE_INLINE PxU32 getActorId(const ActorSim* actor) const;
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PX_FORCE_INLINE PxU8 getDirtyFlags() const { return mDirtyFlags; }
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private:
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void addToDirtyList();
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void removeFromDirtyList();
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ActorSim& mActor0;
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ActorSim& mActor1;
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// PT: TODO: merge the 6bits of the 3 PxU8s in the top bits of the 3 PxU32s
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PxU32 mSceneId; // PT: TODO: merge this with mInteractionType
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// PT: TODO: are those IDs even worth caching? Since the number of interactions per actor is (or should be) small,
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// we could just do a linear search and save memory here...
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PxU32 mActorId0; // PT: id of this interaction within mActor0's mInteractions array
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PxU32 mActorId1; // PT: id of this interaction within mActor1's mInteractions array
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protected:
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PxU8 mInteractionType; // PT: stored on a byte to save space, should be InteractionType enum, 5/6 bits needed here
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PxU8 mInteractionFlags; // PT: 6 bits needed here, see InteractionFlag enum
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PxU8 mDirtyFlags; // PT: 6 bits needed here, see InteractionDirtyFlag enum
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PxU8 mPadding;
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};
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} // namespace Sc
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//////////////////////////////////////////////////////////////////////////
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PX_FORCE_INLINE bool Sc::Interaction::registerInActors(void* data)
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{
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bool active = activateInteraction(this, data);
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mActor0.registerInteractionInActor(this);
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mActor1.registerInteractionInActor(this);
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return active;
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}
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PX_FORCE_INLINE void Sc::Interaction::unregisterFromActors()
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{
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mActor0.unregisterInteractionFromActor(this);
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mActor1.unregisterInteractionFromActor(this);
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}
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PX_FORCE_INLINE void Sc::Interaction::setActorId(ActorSim* actor, PxU32 id)
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{
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PX_ASSERT(id != PX_INVALID_INTERACTION_ACTOR_ID);
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PX_ASSERT(&mActor0 == actor || &mActor1 == actor);
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if(&mActor0 == actor)
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mActorId0 = id;
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else
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mActorId1 = id;
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}
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PX_FORCE_INLINE PxU32 Sc::Interaction::getActorId(const ActorSim* actor) const
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{
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PX_ASSERT(&mActor0 == actor || &mActor1 == actor);
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return &mActor0 == actor ? mActorId0 : mActorId1;
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}
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PX_FORCE_INLINE Ps::IntBool Sc::Interaction::isElementInteraction() const
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{
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const Ps::IntBool res = readInteractionFlag(InteractionFlag::eRB_ELEMENT);
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PX_ASSERT( (res &&
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((getType() == InteractionType::eOVERLAP) ||
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(getType() == InteractionType::eTRIGGER) ||
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(getType() == InteractionType::eMARKER))) ||
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(!res &&
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((getType() == InteractionType::eCONSTRAINTSHADER) ||
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(getType() == InteractionType::eARTICULATION))));
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return res;
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}
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PX_FORCE_INLINE void Sc::Interaction::setDirty(PxU32 dirtyFlags)
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{
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PX_ASSERT(getType() != InteractionType::eARTICULATION);
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mDirtyFlags |= Ps::to8(dirtyFlags);
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if(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST))
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{
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addToDirtyList();
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raiseInteractionFlag(InteractionFlag::eIN_DIRTY_LIST);
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}
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}
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//PX_FORCE_INLINE void Sc::Interaction::setClean(bool removeFromList)
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//{
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// if (readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST))
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// {
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// if (removeFromList) // if we process all dirty interactions anyway, then we can just clear the list at the end and save the work here.
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// removeFromDirtyList();
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// clearInteractionFlag(InteractionFlag::eIN_DIRTY_LIST);
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// }
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//
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// mDirtyFlags = 0;
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//}
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}
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#endif // PX_PHYSICS_SCP_INTERACTION
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