Projekt_Grafika/dependencies/physx-4.1/source/simulationcontroller/src/ScActorSim.h

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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
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// * 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
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// 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
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//
// Copyright (c) 2008-2019 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_PHYSICS_SCP_ACTOR_SIM
#define PX_PHYSICS_SCP_ACTOR_SIM
#include "PsUserAllocated.h"
#include "CmPhysXCommon.h"
#include "CmUtils.h"
#include "PxActor.h"
#include "ScInteractionFlags.h"
#include "ScActorCore.h"
namespace physx
{
class PxActor;
namespace Sc
{
class Interaction;
class ElementSim;
class ActorSim : public Ps::UserAllocated
{
friend class Scene; // the scene is allowed to set the scene array index
friend class Interaction;
PX_NOCOPY(ActorSim)
public:
enum ActivityChangeInfoFlag
{
AS_PART_OF_CREATION = (1 << 0),
AS_PART_OF_ISLAND_GEN = (1 << 1)
};
ActorSim(Scene&, ActorCore&);
virtual ~ActorSim();
// Get the scene the actor resides in
PX_FORCE_INLINE Scene& getScene() const { return mScene; }
// Get the number of interactions connected to the actor
PX_FORCE_INLINE PxU32 getActorInteractionCount() const { return mInteractions.size(); }
// Get an iterator to the interactions connected to the actor
PX_FORCE_INLINE Interaction** getActorInteractions() const { return mInteractions.begin(); }
// Get first element in the actor (linked list)
PX_FORCE_INLINE ElementSim* getElements_() { return mFirstElement; }
PX_FORCE_INLINE const ElementSim* getElements_() const { return mFirstElement; }
PX_FORCE_INLINE PxU32 getElementCount() const { return mElementCount; }
// Get the type ID of the actor
PX_FORCE_INLINE PxActorType::Enum getActorType() const { return mCore.getActorCoreType(); }
// Returns true if the actor is a dynamic rigid body (including articulation links)
PX_FORCE_INLINE bool isDynamicRigid() const { const PxActorType::Enum type = getActorType(); return type == PxActorType::eRIGID_DYNAMIC || type == PxActorType::eARTICULATION_LINK; }
void onElementAttach(ElementSim& element);
void onElementDetach(ElementSim& element);
virtual void postActorFlagChange(PxU32, PxU32) {}
void setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim* other, PxU8 interactionFlag);
PX_FORCE_INLINE ActorCore& getActorCore() const { return mCore; }
private:
//These are called from interaction creation/destruction
void registerInteractionInActor(Interaction* interaction);
void unregisterInteractionFromActor(Interaction* interaction);
void reallocInteractions(Sc::Interaction**& mem, PxU32& capacity, PxU32 size, PxU32 requiredMinCapacity);
protected:
// dsequeira: interaction arrays are a major cause of small allocations, so we don't want to delegate them to the heap allocator
// it's not clear this inline array is really needed, we should take it out and see whether the cache perf is worse
static const PxU32 INLINE_INTERACTION_CAPACITY = 4;
Interaction* mInlineInteractionMem[INLINE_INTERACTION_CAPACITY];
Cm::OwnedArray<Sc::Interaction*, Sc::ActorSim, PxU32, &Sc::ActorSim::reallocInteractions>
mInteractions;
ElementSim* mFirstElement;
PxU32 mElementCount;
Scene& mScene;
ActorCore& mCore;
};
} // namespace Sc
}
#endif