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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) 2008-2021 NVIDIA Corporation. All rights reserved.
+ // Copyright (c) 2008-2026 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
- #ifndef PX_COLLISION_ELEMENT_INTERACTION_MARKER
- #define PX_COLLISION_ELEMENT_INTERACTION_MARKER
+ #ifndef SC_ELEMENT_INTERACTION_MARKER_H
+ #define SC_ELEMENT_INTERACTION_MARKER_H
#include "ScElementSimInteraction.h"
#include "ScNPhaseCore.h"
namespace physx
{
namespace Sc
{
class ElementInteractionMarker : public ElementSimInteraction
{
public:
PX_INLINE ElementInteractionMarker(ElementSim& element0, ElementSim& element1, bool createParallel/* = false*/);
~ElementInteractionMarker();
-
- bool onActivate_(void*) { return false; }
- bool onDeactivate_() { return true; }
};
} // namespace Sc
PX_INLINE Sc::ElementInteractionMarker::ElementInteractionMarker(ElementSim& element0, ElementSim& element1, bool createParallel) :
ElementSimInteraction(element0, element1, InteractionType::eMARKER, InteractionFlag::eRB_ELEMENT|InteractionFlag::eFILTERABLE)
{
if(!createParallel)
{
- bool active = registerInActors();
- PX_UNUSED(active);
- PX_ASSERT(!active);
- getScene().registerInteraction(this, false);
- getScene().getNPhaseCore()->registerInteraction(this);
+ // PT: no call to onActivate() here, interaction markers are always inactive
+ registerInActors();
+ Scene& scene = getScene();
+ scene.registerInteraction(this, false);
}
}
}
- #endif //PX_COLLISION_SHAPEINTERACTIONMARKER
+ #endif
+