// // 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_RIGIDACTOR_TEMPLATE_INTERNAL #define PX_PHYSICS_NP_RIGIDACTOR_TEMPLATE_INTERNAL namespace physx { template static PX_FORCE_INLINE void releaseActorT(NpRigidActorTemplate* actor, T2& scbActor) { NP_WRITE_CHECK(NpActor::getOwnerScene(*actor)); NpPhysics::getInstance().notifyDeletionListenersUserRelease(actor, actor->userData); Scb::Scene* s = scbActor.getScbSceneForAPI(); const bool noSim = scbActor.isSimDisabledInternally(); // important to check the non-buffered flag because it tells what the current internal state of the object is // (someone might switch to non-simulation and release all while the sim is running). Reading is fine even if // the sim is running because actor flags are read-only internally. if(s && noSim) { // need to do it here because the Np-shape buffer will not be valid anymore after the release below // and unlike simulation objects, there is no shape buffer in the simulation controller actor->getShapeManager().clearShapesOnRelease(*s, *actor); } actor->NpRigidActorTemplate::release(); if(s) { s->removeActor(scbActor, true, noSim); static_cast(s->getPxScene())->removeFromRigidActorList(actor->getRigidActorArrayIndex()); } scbActor.destroy(); } } #endif