// // 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) 2008-2019 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_PHYSICS_SCP_ELEMENT_SIM_INTERACTION #define PX_PHYSICS_SCP_ELEMENT_SIM_INTERACTION #include "ScInteraction.h" #include "ScElementSim.h" namespace physx { namespace Sc { class ElementSimInteraction : public Interaction { public: PX_FORCE_INLINE ElementSim& getElement0() const { return mElement0; } PX_FORCE_INLINE ElementSim& getElement1() const { return mElement1; } PX_FORCE_INLINE void setFilterPairIndex(PxU32 filterPairIndex) { mFilterPairIndex = filterPairIndex; } PX_FORCE_INLINE PxU32 getFilterPairIndex() const { return mFilterPairIndex; } protected: PX_INLINE ElementSimInteraction(ElementSim& element0, ElementSim& element1, InteractionType::Enum type, PxU8 flags); virtual ~ElementSimInteraction() {} ElementSimInteraction& operator=(const ElementSimInteraction&); private: ElementSim& mElement0; ElementSim& mElement1; PxU32 mFilterPairIndex; }; } // namespace Sc ////////////////////////////////////////////////////////////////////////// PX_INLINE Sc::ElementSimInteraction::ElementSimInteraction(ElementSim& element0, ElementSim& element1, InteractionType::Enum type, PxU8 flags) : Interaction (element0.getActor(), element1.getActor(), type, flags), mElement0 (element0), mElement1 (element1), mFilterPairIndex(INVALID_FILTER_PAIR_INDEX) { } } #endif