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