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ScElementInteractionMarker.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef SC_ELEMENT_INTERACTION_MARKER_H
30#define SC_ELEMENT_INTERACTION_MARKER_H
31
32#include "ScElementSimInteraction.h"
33#include "ScNPhaseCore.h"
34
35namespace physx
36{
37namespace Sc
38{
40 {
41 public:
42 PX_INLINE ElementInteractionMarker(ElementSim& element0, ElementSim& element1, bool createParallel/* = false*/);
44
45 bool onActivate_(void*) { return false; }
46 bool onDeactivate_() { return true; }
47 };
48
49} // namespace Sc
50
51
52PX_INLINE Sc::ElementInteractionMarker::ElementInteractionMarker(ElementSim& element0, ElementSim& element1, bool createParallel) :
53 ElementSimInteraction(element0, element1, InteractionType::eMARKER, InteractionFlag::eRB_ELEMENT|InteractionFlag::eFILTERABLE)
54{
55 if(!createParallel)
56 {
57 bool active = registerInActors();
58 PX_UNUSED(active);
59 PX_ASSERT(!active);
60 getScene().registerInteraction(this, false);
61 getScene().getNPhaseCore()->registerInteraction(this);
62 }
63}
64
65}
66
67#endif
68
Definition ScElementInteractionMarker.h:40
Definition ScElementSimInteraction.h:40
Definition ScElementSim.h:50
#define PX_INLINE
Definition PxPreprocessor.h:320
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39