// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * 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 // notice, this list of conditions and the following disclaimer in the // 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 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. 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_TEMPLATE #define PX_PHYSICS_NP_ACTOR_TEMPLATE #include "PsUserAllocated.h" #include "NpWriteCheck.h" #include "NpReadCheck.h" #include "NpActor.h" #include "ScbActor.h" #include "NpScene.h" namespace physx { // PT: only API (virtual) functions should be implemented here. Other shared non-virtual functions should go to NpActor. /** This is an API class. API classes run in a different thread than the simulation. For the sake of simplicity they have their own methods, and they do not call simulation methods directly. To set simulation state, they also have their own custom set methods in the implementation classes. Changing the data layout of this class breaks the binary serialization format. See comments for PX_BINARY_SERIAL_VERSION. */ template class NpActorTemplate : public APIClass, public NpActor, public Ps::UserAllocated { //= 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. //================================================================================================== PX_NOCOPY(NpActorTemplate) public: // PX_SERIALIZATION NpActorTemplate(PxBaseFlags baseFlags) : APIClass(baseFlags), NpActor(PxEmpty) {} virtual void exportExtraData(PxSerializationContext& context) { NpActor::exportExtraData(context); } virtual void importExtraData(PxDeserializationContext& context) { NpActor::importExtraData(context); } virtual void resolveReferences(PxDeserializationContext& context) { NpActor::resolveReferences(context); } //~PX_SERIALIZATION NpActorTemplate(PxType concreteType, PxBaseFlags baseFlags, const char* name, void* inUserData); virtual ~NpActorTemplate(); //--------------------------------------------------------------------------------- // PxActor implementation //--------------------------------------------------------------------------------- virtual void release() { NpActor::release(*this); } // The rule is: If an API method is used somewhere in here, it has to be redeclared, else GCC whines virtual PxActorType::Enum getType() const = 0; virtual PxScene* getScene() const; // Debug name virtual void setName(const char*); virtual const char* getName() const; virtual PxBounds3 getWorldBounds(float inflation=1.01f) const = 0; // Flags virtual void setActorFlag(PxActorFlag::Enum flag, bool value); virtual void setActorFlags(PxActorFlags inFlags); virtual PxActorFlags getActorFlags() const; // Dominance virtual void setDominanceGroup(PxDominanceGroup dominanceGroup); virtual PxDominanceGroup getDominanceGroup() const; // Multiclient virtual void setOwnerClient( PxClientID inClient ); virtual PxClientID getOwnerClient() const; // Aggregates virtual PxAggregate* getAggregate() const { return NpActor::getAggregate(); } //--------------------------------------------------------------------------------- // Miscellaneous //--------------------------------------------------------------------------------- protected: PX_FORCE_INLINE void setActorFlagInternal(PxActorFlag::Enum flag, bool value); PX_FORCE_INLINE void setActorFlagsInternal(PxActorFlags inFlags); }; /////////////////////////////////////////////////////////////////////////////// template NpActorTemplate::NpActorTemplate(PxType concreteType, PxBaseFlags baseFlags, const char* name, void* actorUserData) :APIClass(concreteType, baseFlags), NpActor(name) { // don't ref Scb actor here, it hasn't been assigned yet APIClass::userData = actorUserData; } template NpActorTemplate::~NpActorTemplate() { NpActor::onActorRelease(this); } /////////////////////////////////////////////////////////////////////////////// // PT: this one is very slow template PxScene* NpActorTemplate::getScene() const { return NpActor::getAPIScene(*this); } /////////////////////////////////////////////////////////////////////////////// template void NpActorTemplate::setName(const char* debugName) { NP_WRITE_CHECK(NpActor::getOwnerScene(*this)); mName = debugName; #if PX_SUPPORT_PVD Scb::Scene* scbScene = getScbFromPxActor(*this).getScbSceneForAPI(); Scb::Actor& scbActor = NpActor::getScbFromPxActor(*this); //Name changing is not bufferred if(scbScene) scbScene->getScenePvdClient().updatePvdProperties(&scbActor); #endif } template const char* NpActorTemplate::getName() const { NP_READ_CHECK(NpActor::getOwnerScene(*this)); return mName; } /////////////////////////////////////////////////////////////////////////////// template void NpActorTemplate::setDominanceGroup(PxDominanceGroup dominanceGroup) { NP_WRITE_CHECK(NpActor::getOwnerScene(*this)); NpActor::getScbFromPxActor(*this).setDominanceGroup(dominanceGroup); } template PxDominanceGroup NpActorTemplate::getDominanceGroup() const { NP_READ_CHECK(NpActor::getOwnerScene(*this)); return NpActor::getScbFromPxActor(*this).getDominanceGroup(); } /////////////////////////////////////////////////////////////////////////////// template void NpActorTemplate::setOwnerClient( PxClientID inId ) { if ( NpActor::getOwnerScene(*this) != NULL ) { Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "Attempt to set the client id when an actor is already in a scene."); } else NpActor::getScbFromPxActor(*this).setOwnerClient( inId ); } template PxClientID NpActorTemplate::getOwnerClient() const { return NpActor::getScbFromPxActor(*this).getOwnerClient(); } /////////////////////////////////////////////////////////////////////////////// template PX_FORCE_INLINE void NpActorTemplate::setActorFlagInternal(PxActorFlag::Enum flag, bool value) { Scb::Actor& a = NpActor::getScbFromPxActor(*this); if (value) a.setActorFlags( a.getActorFlags() | flag ); else a.setActorFlags( a.getActorFlags() & (~PxActorFlags(flag)) ); } template PX_FORCE_INLINE void NpActorTemplate::setActorFlagsInternal(PxActorFlags inFlags) { Scb::Actor& a = NpActor::getScbFromPxActor(*this); a.setActorFlags( inFlags ); } template void NpActorTemplate::setActorFlag(PxActorFlag::Enum flag, bool value) { NP_WRITE_CHECK(NpActor::getOwnerScene(*this)); setActorFlagInternal(flag, value); } template void NpActorTemplate::setActorFlags(PxActorFlags inFlags) { NP_WRITE_CHECK(NpActor::getOwnerScene(*this)); setActorFlagsInternal(inFlags); } template PxActorFlags NpActorTemplate::getActorFlags() const { NP_READ_CHECK(NpActor::getOwnerScene(*this)); return NpActor::getScbFromPxActor(*this).getActorFlags(); } /////////////////////////////////////////////////////////////////////////////// } #endif