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hub / github.com/NVIDIAGameWorks/PhysX / Interaction

Class Interaction

physx/source/simulationcontroller/src/ScInteraction.h:51–71  ·  view source on GitHub ↗

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49 // An interaction is implicitly active if at least one of the two actors it connects is active.
50
51 class Interaction : public Ps::UserAllocated
52 {
53 PX_NOCOPY(Interaction)
54
55 protected:
56 Interaction(ActorSim& actor0, ActorSim& actor1, InteractionType::Enum interactionType, PxU8 flags);
57 ~Interaction() { PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST)); }
58
59 public:
60 // Interactions automatically register themselves in the actors here
61 PX_FORCE_INLINE bool registerInActors(void* data = NULL);
62
63 // Interactions automatically unregister themselves from the actors here
64 PX_FORCE_INLINE void unregisterFromActors();
65
66 PX_FORCE_INLINE ActorSim& getActorSim0() const { return mActor0; }
67 PX_FORCE_INLINE ActorSim& getActorSim1() const { return mActor1; }
68
69 PX_FORCE_INLINE Scene& getScene() const { return mActor0.getScene(); }
70
71 PX_FORCE_INLINE InteractionType::Enum getType() const { return InteractionType::Enum(mInteractionType); }
72
73 PX_FORCE_INLINE PxU8 readInteractionFlag(PxU8 flag) const { return PxU8(mInteractionFlags & flag); }
74 PX_FORCE_INLINE void raiseInteractionFlag(InteractionFlag::Enum flag) { mInteractionFlags |= flag; }

Callers

nothing calls this directly

Calls 2

EnumEnum · 0.70
getSceneMethod · 0.45

Tested by

no test coverage detected