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