29#ifndef SC_ELEMENT_SIM_H
30#define SC_ELEMENT_SIM_H
32#include "foundation/PxUserAllocated.h"
33#include "PxFiltering.h"
35#include "ScActorSim.h"
36#include "ScInteraction.h"
37#include "BpAABBManager.h"
38#include "ScObjectIDTracker.h"
44 class ElementSimInteraction;
58 mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
71 mInteractions(interactions), mInteractionsLast(interactions + nbInteractions), mElement(&e) {}
87 PX_FORCE_INLINE ElementInteractionReverseIterator getElemInteractionsReverse()
const {
return ElementInteractionReverseIterator(*
this, mActor.getActorInteractionCount(), mActor.getActorInteractions()); }
98 void addToAABBMgr(PxReal contactDistance, Bp::FilterGroup::Enum group, Bp::ElementType::Enum type);
99 bool removeFromAABBMgr();
101 void setElementInteractionsDirty(InteractionDirtyFlag::Enum flag, PxU8 interactionFlag);
105 Scene& scene = getScene();
106 mElementID = scene.getElementIDPool().createID();
107 scene.getBoundsArray().initEntry(mElementID);
112 getScene().getElementIDPool().releaseID(mElementID);
117 PxU32 mElementID : 31;
118 PxU32 mInBroadPhase : 1;
121 PxU32 mShapeArrayIndex;
Definition PxUserAllocated.h:43
Definition ScActorSim.h:83
Definition ScElementSimInteraction.h:40
Definition ScElementSim.h:55
Definition ScElementSim.h:68
Definition ScElementSim.h:50
Definition ScInteraction.h:50
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
PxU32 PxFilterObjectAttributes
Structure which gets passed into the collision filtering shader and/or callback providing additional ...
Definition PxFiltering.h:515
Enum
Definition PxFiltering.h:445
@ eMAX_TYPE_COUNT
internal use only!
Definition PxFiltering.h:491