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ScConstraintInteraction.h
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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) 2008-2022 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 SC_CONSTRAINT_INTERACTION_H
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#define SC_CONSTRAINT_INTERACTION_H
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#include "ScInteraction.h"
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namespace
physx
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{
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namespace
Sc
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{
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class
ConstraintSim;
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class
RigidSim;
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class
ConstraintInteraction
:
public
Interaction
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{
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public
:
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ConstraintInteraction
(
ConstraintSim
* shader,
RigidSim
& r0,
RigidSim
& r1);
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~ConstraintInteraction
();
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bool
onActivate_(
void
* data);
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bool
onDeactivate_();
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void
updateState();
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void
destroy();
// disables the interaction and unregisters from the system. Does NOT delete the object. This is used on destruction but also when a constraint breaks.
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PX_FORCE_INLINE
ConstraintSim
* getConstraint() {
return
mConstraint; }
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PX_FORCE_INLINE
PxU32 getEdgeIndex()
const
{
return
mEdgeIndex; }
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private
:
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ConstraintSim
* mConstraint;
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PxU32 mEdgeIndex;
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};
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}
// namespace Sc
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}
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#endif
physx::Sc::ConstraintInteraction
Definition
ScConstraintInteraction.h:42
physx::Sc::ConstraintSim
Definition
ScConstraintSim.h:48
physx::Sc::Interaction
Definition
ScInteraction.h:50
physx::Sc::RigidSim
Definition
ScRigidSim.h:42
PX_FORCE_INLINE
#define PX_FORCE_INLINE
Definition
PxPreprocessor.h:335
physx
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition
PxBoxController.h:39
RavEngine
deps
physx
physx
source
simulationcontroller
src
ScConstraintInteraction.h
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