248 lines
7.8 KiB
C++
248 lines
7.8 KiB
C++
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#include "SimulationEventCallback.h"
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#include "Utilities.h"
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#include "FlaxEngine.Gen.h"
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#include "Colliders/Collider.h"
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#include "Joints/Joint.h"
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#include "Actors/RigidBody.h"
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#include "Engine/Core/Log.h"
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#include <ThirdParty/PhysX/extensions/PxJoint.h>
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#include <ThirdParty/PhysX/PxShape.h>
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namespace
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{
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void ClearColliderFromCollection(PhysicsColliderActor* collider, Array<SimulationEventCallback::CollidersPair>& collection)
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{
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for (int32 i = 0; i < collection.Count(); i++)
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{
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if (collection[i].First == collider || collection[i].Second == collider)
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{
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collection.RemoveAt(i--);
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if (collection.IsEmpty())
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break;
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}
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}
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}
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void ClearColliderFromCollection(PhysicsColliderActor* collider, SimulationEventCallback::CollisionsPool& collection)
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{
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for (auto i = collection.Begin(); i.IsNotEnd(); ++i)
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{
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if (i->Key.First == collider || i->Key.Second == collider)
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{
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collection.Remove(i);
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if (collection.IsEmpty())
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break;
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}
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}
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}
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}
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void SimulationEventCallback::CollectResults()
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{
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// Generate new collisions
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for (auto i = Collisions.Begin(); i.IsNotEnd(); ++i)
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{
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if (!PrevCollisions.ContainsKey(i->Key))
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NewCollisions.Add(i->Key);
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}
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// Generate removed collisions
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for (auto i = PrevCollisions.Begin(); i.IsNotEnd(); ++i)
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{
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if (!Collisions.ContainsKey(i->Key))
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RemovedCollisions.Add(i->Key);
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}
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}
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void SimulationEventCallback::SendCollisionEvents()
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{
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for (int32 i = 0; i < RemovedCollisions.Count(); i++)
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{
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const auto pair = RemovedCollisions[i];
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auto& c = PrevCollisions[pair];
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pair.First->OnCollisionExit(c);
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c.SwapObjects();
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pair.Second->OnCollisionExit(c);
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c.SwapObjects();
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}
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for (int32 i = 0; i < NewCollisions.Count(); i++)
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{
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const auto pair = NewCollisions[i];
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auto& c = Collisions[pair];
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pair.First->OnCollisionEnter(c);
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c.SwapObjects();
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pair.Second->OnCollisionEnter(c);
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c.SwapObjects();
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}
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}
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void SimulationEventCallback::SendTriggerEvents()
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{
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for (int32 i = 0; i < LostTriggerPairs.Count(); i++)
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{
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const auto c = LostTriggerPairs[i];
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c.First->OnTriggerExit(c.Second);
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c.Second->OnTriggerExit(c.First);
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}
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for (int32 i = 0; i < NewTriggerPairs.Count(); i++)
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{
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const auto c = NewTriggerPairs[i];
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c.First->OnTriggerEnter(c.Second);
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c.Second->OnTriggerEnter(c.First);
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}
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}
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void SimulationEventCallback::SendJointEvents()
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{
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for (auto* actor : BrokenJoints)
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{
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actor->OnJointBreak();
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}
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}
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void SimulationEventCallback::OnColliderRemoved(PhysicsColliderActor* collider)
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{
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ClearColliderFromCollection(collider, Collisions);
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ClearColliderFromCollection(collider, PrevCollisions);
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ClearColliderFromCollection(collider, RemovedCollisions);
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ClearColliderFromCollection(collider, NewTriggerPairs);
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ClearColliderFromCollection(collider, LostTriggerPairs);
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}
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void SimulationEventCallback::OnJointRemoved(Joint* joint)
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{
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BrokenJoints.Remove(joint);
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}
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void SimulationEventCallback::onConstraintBreak(PxConstraintInfo* constraints, PxU32 count)
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{
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for (uint32 i = 0; i < count; i++)
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{
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PxJoint* joint = reinterpret_cast<PxJoint*>(constraints[i].externalReference);
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if (joint->userData)
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BrokenJoints.Add(static_cast<Joint*>(joint->userData));
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}
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}
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void SimulationEventCallback::onWake(PxActor** actors, PxU32 count)
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{
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// Not used
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}
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void SimulationEventCallback::onSleep(PxActor** actors, PxU32 count)
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{
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// Not used
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}
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void SimulationEventCallback::onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs)
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{
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// Check actors are not destroyed
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if (pairHeader.flags & (PxContactPairHeaderFlag::eREMOVED_ACTOR_0 | PxContactPairHeaderFlag::eREMOVED_ACTOR_1))
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{
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LOG(Warning, "SimulationEventCallback::onContact(): Actors have been deleted!");
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return;
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}
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Collision c;
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c.ThisVelocity = c.OtherVelocity = Vector3::Zero;
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// Extract collision pairs
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for (PxU32 pairIndex = 0; pairIndex < nbPairs; pairIndex++)
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{
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const PxContactPair& pair = pairs[pairIndex];
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PxContactStreamIterator i(pair.contactPatches, pair.contactPoints, pair.getInternalFaceIndices(), pair.patchCount, pair.contactCount);
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const PxReal* impulses = pair.contactImpulses;
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//const PxU32 flippedContacts = (pair.flags & PxContactPairFlag::eINTERNAL_CONTACTS_ARE_FLIPPED);
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const PxU32 hasImpulses = (pair.flags & PxContactPairFlag::eINTERNAL_HAS_IMPULSES);
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PxU32 nbContacts = 0;
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PxVec3 totalImpulse = PxVec3(0.0f);
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c.ThisActor = static_cast<PhysicsColliderActor*>(pair.shapes[0]->userData);
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c.OtherActor = static_cast<PhysicsColliderActor*>(pair.shapes[1]->userData);
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while (i.hasNextPatch())
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{
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i.nextPatch();
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while (i.hasNextContact() && nbContacts < COLLISION_NAX_CONTACT_POINTS)
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{
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i.nextContact();
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const PxVec3 point = i.getContactPoint();
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const PxVec3 normal = i.getContactNormal();
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if (hasImpulses)
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totalImpulse += normal * impulses[nbContacts];
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//PxU32 internalFaceIndex0 = flippedContacts ? iter.getFaceIndex1() : iter.getFaceIndex0();
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//PxU32 internalFaceIndex1 = flippedContacts ? iter.getFaceIndex0() : iter.getFaceIndex1();
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ContactPoint& contact = c.Contacts[nbContacts];
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contact.Point = P2C(point);
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contact.Normal = P2C(normal);
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contact.Separation = i.getSeparation();
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nbContacts++;
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}
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}
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c.ContactsCount = nbContacts;
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c.Impulse = P2C(totalImpulse);
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Collisions[CollidersPair(c.ThisActor, c.OtherActor)] = c;
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}
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// Extract velocities
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PxContactPairExtraDataIterator i(pairHeader.extraDataStream, pairHeader.extraDataStreamSize);
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while (i.nextItemSet())
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{
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if (i.postSolverVelocity)
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{
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const PxVec3 linearVelocityActor0 = i.postSolverVelocity->linearVelocity[0];
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const PxVec3 linearVelocityActor1 = i.postSolverVelocity->linearVelocity[1];
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const PxContactPair& pair = pairs[i.contactPairIndex];
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c.ThisActor = static_cast<PhysicsColliderActor*>(pair.shapes[0]->userData);
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c.OtherActor = static_cast<PhysicsColliderActor*>(pair.shapes[1]->userData);
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Collision& collision = Collisions[CollidersPair(c.ThisActor, c.OtherActor)];
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collision.ThisVelocity = P2C(linearVelocityActor0);
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collision.OtherVelocity = P2C(linearVelocityActor1);
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}
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}
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}
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void SimulationEventCallback::onTrigger(PxTriggerPair* pairs, PxU32 count)
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{
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for (PxU32 i = 0; i < count; i++)
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{
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const PxTriggerPair& pair = pairs[i];
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// Ignore pairs when shapes have been deleted
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if (pair.flags & (PxTriggerPairFlag::eREMOVED_SHAPE_TRIGGER | PxTriggerPairFlag::eREMOVED_SHAPE_OTHER))
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continue;
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auto trigger = static_cast<PhysicsColliderActor*>(pair.triggerShape->userData);
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auto otherCollider = static_cast<PhysicsColliderActor*>(pair.otherShape->userData);
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CollidersPair collidersPair(trigger, otherCollider);
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if (pair.status & PxPairFlag::eNOTIFY_TOUCH_LOST)
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{
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LostTriggerPairs.Add(collidersPair);
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}
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else
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{
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NewTriggerPairs.Add(collidersPair);
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}
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}
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}
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void SimulationEventCallback::onAdvance(const PxRigidBody* const* bodyBuffer, const PxTransform* poseBuffer, const PxU32 count)
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{
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// Not used
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}
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