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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) 2008-2019 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_NP_ACTOR #define PX_PHYSICS_NP_ACTOR #include "NpConnector.h" #include "ScbActor.h" // DM: without this inclusion PVD-diabled android build fails, lacking Scb::Actor definition namespace physx { class NpShapeManager; class NpAggregate; class NpScene; class NpShape; class NpActor { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== // We sometimes pass in the PxActor here even though it's always a base class // of the objects which inherit from this class too. But passing // context to functions which need it allows this to be purely a mixin containing shared // utility code rather than an abstract base class. public: // PX_SERIALIZATION NpActor(const PxEMPTY) {} void exportExtraData(PxSerializationContext& stream); void importExtraData(PxDeserializationContext& context); void resolveReferences(PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION NpActor(const char* name); void releaseConstraints(PxRigidActor& owner); void release(PxActor& owner); NpAggregate* getNpAggregate(PxU32& index) const; void setAggregate(NpAggregate* np, PxActor& owner); PxAggregate* getAggregate() const; void removeConstraintsFromScene(); PX_FORCE_INLINE void addConstraintsToScene() // inline the fast path for addActors() { if(mConnectorArray) addConstraintsToSceneInternal(); } PX_FORCE_INLINE NpConnectorArray** getConnectorArrayAddress() { return &mConnectorArray;} PxU32 findConnector(NpConnectorType::Enum type, PxBase* object) const; void addConnector(NpConnectorType::Enum type, PxBase* object, const char* errMsg); void removeConnector(PxActor& owner, NpConnectorType::Enum type, PxBase* object, const char* errorMsg); PxU32 getNbConnectors(NpConnectorType::Enum type) const; static NpShapeManager* getShapeManager(PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this static const NpShapeManager* getShapeManager(const PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this static void getGlobalPose(PxTransform& globalPose, const NpShape& shape, const PxRigidActor& actor); static void getGlobalPose(PxTransform& globalPose, const Scb::Shape& scbShape, const Scb::Actor& scbActor); static NpActor& getFromPxActor(PxActor& actor) { return *Ps::pointerOffset(&actor, ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); } static const NpActor& getFromPxActor(const PxActor& actor) { return *Ps::pointerOffset(&actor, ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); } static Scb::Actor& getScbFromPxActor(PxActor& actor) { return *Ps::pointerOffset(&actor, ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); } static const Scb::Actor& getScbFromPxActor(const PxActor& actor) { return *Ps::pointerOffset(&actor, ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); } static NpScene* getAPIScene(const PxActor& actor); // the scene the user thinks the actor is in static NpScene* getOwnerScene(const PxActor& actor); // the scene the user thinks the actor is in, or from which the actor is pending removal PX_FORCE_INLINE NpConnectorIterator getConnectorIterator(NpConnectorType::Enum type) { if (mConnectorArray) return NpConnectorIterator(&mConnectorArray->front(), mConnectorArray->size(), type); else return NpConnectorIterator(NULL, 0, type); } // a couple of methods that sever include dependencies in NpActor.h static void onActorRelease(PxActor* actor); template PxU32 getConnectors(NpConnectorType::Enum type, T** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const { PxU32 nbConnectors = 0; PxU32 virtualIndex = 0; if(mConnectorArray) { for(PxU32 i=0; i < mConnectorArray->size(); i++) { NpConnector& c = (*mConnectorArray)[i]; if (c.mType == type && nbConnectors < bufferSize) { if (virtualIndex++ >= startIndex) { userBuffer[nbConnectors] = static_cast(c.mObject); nbConnectors++; } } } } return nbConnectors; } protected: ~NpActor(); const char* mName; // Lazy-create array for connector objects like constraints, observers, ... // Most actors have no such objects, so we bias this class accordingly: NpConnectorArray* mConnectorArray; private: void addConstraintsToSceneInternal(); void removeConnector(PxActor& owner, PxU32 index); struct Offsets { size_t pxActorToNpActor[PxConcreteType::ePHYSX_CORE_COUNT]; size_t pxActorToScbActor[PxConcreteType::ePHYSX_CORE_COUNT]; Offsets(); }; public: static const Offsets sOffsets; }; } #endif