125 lines
4.7 KiB
C
125 lines
4.7 KiB
C
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_SCP_ACTOR_SIM
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#define PX_PHYSICS_SCP_ACTOR_SIM
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#include "PsUserAllocated.h"
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#include "CmPhysXCommon.h"
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#include "CmUtils.h"
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#include "PxActor.h"
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#include "ScInteractionFlags.h"
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#include "ScActorCore.h"
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namespace physx
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{
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class PxActor;
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namespace Sc
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{
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class Interaction;
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class ElementSim;
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class ActorSim : public Ps::UserAllocated
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{
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friend class Scene; // the scene is allowed to set the scene array index
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friend class Interaction;
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PX_NOCOPY(ActorSim)
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public:
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enum ActivityChangeInfoFlag
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{
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AS_PART_OF_CREATION = (1 << 0),
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AS_PART_OF_ISLAND_GEN = (1 << 1)
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};
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ActorSim(Scene&, ActorCore&);
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virtual ~ActorSim();
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// Get the scene the actor resides in
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PX_FORCE_INLINE Scene& getScene() const { return mScene; }
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// Get the number of interactions connected to the actor
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PX_FORCE_INLINE PxU32 getActorInteractionCount() const { return mInteractions.size(); }
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// Get an iterator to the interactions connected to the actor
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PX_FORCE_INLINE Interaction** getActorInteractions() const { return mInteractions.begin(); }
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// Get first element in the actor (linked list)
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PX_FORCE_INLINE ElementSim* getElements_() { return mFirstElement; }
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PX_FORCE_INLINE const ElementSim* getElements_() const { return mFirstElement; }
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PX_FORCE_INLINE PxU32 getElementCount() const { return mElementCount; }
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// Get the type ID of the actor
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PX_FORCE_INLINE PxActorType::Enum getActorType() const { return mCore.getActorCoreType(); }
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// Returns true if the actor is a dynamic rigid body (including articulation links)
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PX_FORCE_INLINE bool isDynamicRigid() const { const PxActorType::Enum type = getActorType(); return type == PxActorType::eRIGID_DYNAMIC || type == PxActorType::eARTICULATION_LINK; }
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void onElementAttach(ElementSim& element);
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void onElementDetach(ElementSim& element);
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virtual void postActorFlagChange(PxU32, PxU32) {}
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void setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim* other, PxU8 interactionFlag);
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PX_FORCE_INLINE ActorCore& getActorCore() const { return mCore; }
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private:
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//These are called from interaction creation/destruction
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void registerInteractionInActor(Interaction* interaction);
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void unregisterInteractionFromActor(Interaction* interaction);
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void reallocInteractions(Sc::Interaction**& mem, PxU32& capacity, PxU32 size, PxU32 requiredMinCapacity);
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protected:
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// dsequeira: interaction arrays are a major cause of small allocations, so we don't want to delegate them to the heap allocator
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// it's not clear this inline array is really needed, we should take it out and see whether the cache perf is worse
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static const PxU32 INLINE_INTERACTION_CAPACITY = 4;
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Interaction* mInlineInteractionMem[INLINE_INTERACTION_CAPACITY];
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Cm::OwnedArray<Sc::Interaction*, Sc::ActorSim, PxU32, &Sc::ActorSim::reallocInteractions>
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mInteractions;
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ElementSim* mFirstElement;
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PxU32 mElementCount;
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Scene& mScene;
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ActorCore& mCore;
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};
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} // namespace Sc
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}
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#endif
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