Projekt_Grafika/dependencies/physx-4.1/source/simulationcontroller/src/ScConstraintInteraction.cpp
Jakub Adamski f5087ee7b6 new repo
2021-01-29 17:02:11 +01:00

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6.4 KiB
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//
// 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.
#include "ScConstraintInteraction.h"
#include "ScConstraintSim.h"
#include "ScBodySim.h"
#include "ScScene.h"
#include "PxsRigidBody.h"
#include "PxsSimpleIslandManager.h"
using namespace physx;
using namespace Sc;
ConstraintInteraction::ConstraintInteraction(ConstraintSim* constraint, RigidSim& r0, RigidSim& r1) :
Interaction (r0, r1, InteractionType::eCONSTRAINTSHADER, InteractionFlag::eCONSTRAINT),
mConstraint (constraint)
{
registerInActors();
BodySim* b0 = mConstraint->getBody(0);
BodySim* b1 = mConstraint->getBody(1);
if(b0)
b0->onConstraintAttach();
if(b1)
b1->onConstraintAttach();
IG::SimpleIslandManager* simpleIslandManager = getScene().getSimpleIslandManager();
mEdgeIndex = simpleIslandManager->addConstraint(&mConstraint->getLowLevelConstraint(), b0 ? b0->getNodeIndex() : IG::NodeIndex(), b1 ? b1->getNodeIndex() : IG::NodeIndex(), this);
}
ConstraintInteraction::~ConstraintInteraction()
{
PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST));
PX_ASSERT(!getDirtyFlags());
PX_ASSERT(!mConstraint->readFlag(ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED));
}
static PX_FORCE_INLINE void removeFromActiveBreakableList(ConstraintSim* constraint, Scene& s)
{
if(constraint->readFlag(ConstraintSim::eBREAKABLE | ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED) == (ConstraintSim::eBREAKABLE | ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED))
s.removeActiveBreakableConstraint(constraint);
}
void ConstraintInteraction::destroy()
{
setClean(true); // removes the pair from the dirty interaction list etc.
Scene& scene = getScene();
removeFromActiveBreakableList(mConstraint, scene);
if(mEdgeIndex != IG_INVALID_EDGE)
scene.getSimpleIslandManager()->removeConnection(mEdgeIndex);
mEdgeIndex = IG_INVALID_EDGE;
unregisterFromActors();
BodySim* b0 = mConstraint->getBody(0);
BodySim* b1 = mConstraint->getBody(1);
if(b0)
b0->onConstraintDetach(); // Note: Has to be done AFTER the interaction has unregistered from the actors
if(b1)
b1->onConstraintDetach(); // Note: Has to be done AFTER the interaction has unregistered from the actors
clearInteractionFlag(InteractionFlag::eIS_ACTIVE); // ensures that broken constraints do not go into the list of active breakable constraints anymore
}
void ConstraintInteraction::updateState()
{
PX_ASSERT(!mConstraint->isBroken());
PX_ASSERT(getDirtyFlags() & InteractionDirtyFlag::eBODY_KINEMATIC); // at the moment this should be the only reason for this method being called
// at least one of the bodies got switched from kinematic to dynamic. This will not have changed the sleep state of the interactions, so the
// constraint interactions are just marked dirty and processed as part of the dirty interaction update system.
//
// -> need to check whether to activate the constraint and whether constraint break testing
// is now necessary
//
// the transition from dynamic to kinematic will always trigger an onDeactivate_() (because the body gets deactivated)
// and thus there is no need to consider that case here.
//
onActivate_(NULL); // note: this will not activate if the necessary conditions are not met, so it can be called even if the pair has been deactivated again before the
// simulation step started
}
bool ConstraintInteraction::onActivate_(void*)
{
PX_ASSERT(!mConstraint->isBroken());
BodySim* b0 = mConstraint->getBody(0);
BodySim* b1 = mConstraint->getBody(1);
const bool b0Vote = !b0 || b0->isActive();
const bool b1Vote = !b1 || b1->isActive();
const bool b0Dynamic = b0 && (!b0->isKinematic());
const bool b1Dynamic = b1 && (!b1->isKinematic());
//
// note: constraints between kinematics and kinematics/statics are always inactive and must not be activated
//
if((b0Vote || b1Vote) && (b0Dynamic || b1Dynamic))
{
raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
if(mConstraint->readFlag(ConstraintSim::eBREAKABLE | ConstraintSim::eCHECK_MAX_FORCE_EXCEEDED) == ConstraintSim::eBREAKABLE)
getScene().addActiveBreakableConstraint(mConstraint, this);
return true;
}
else
return false;
}
bool ConstraintInteraction::onDeactivate_()
{
const BodySim* b0 = mConstraint->getBody(0);
const BodySim* b1 = mConstraint->getBody(1);
const bool b0Dynamic = b0 && (!b0->isKinematic());
const bool b1Dynamic = b1 && (!b1->isKinematic());
PX_ASSERT( (!b0 && b1 && !b1->isActive()) ||
(!b1 && b0 && !b0->isActive()) ||
((b0 && b1 && (!b0->isActive() || !b1->isActive()))) );
//
// note: constraints between kinematics and kinematics/statics should always get deactivated
//
if(((!b0 || !b0->isActive()) && (!b1 || !b1->isActive())) || (!b0Dynamic && !b1Dynamic))
{
removeFromActiveBreakableList(mConstraint, getScene());
clearInteractionFlag(InteractionFlag::eIS_ACTIVE);
return true;
}
else
return false;
}