// // 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_SCB_AGGREGATE #define PX_PHYSICS_SCB_AGGREGATE #include "common/PxSerialFramework.h" #include "PxAggregate.h" #include "CmPhysXCommon.h" #include "ScbActor.h" #include "ScbAggregate.h" #include "ScbBase.h" namespace physx { namespace Scb { class Actor; struct AggregateBuffer { AggregateBuffer() : addBufferIdx(0xffffffff), addCount(0), removeBufferIdx(0xffffffff), removeCount(0) {} PxU32 addBufferIdx; PxU32 addCount; PxU32 removeBufferIdx; PxU32 removeCount; }; class Aggregate : public Base { //= 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. //================================================================================================== private: enum BufferFlag { BF_ADD_ACTOR = (1 << 0), BF_REMOVE_ACTOR = (1 << 1) }; public: // PX_SERIALIZATION Aggregate(const PxEMPTY) : Base(PxEmpty) {} static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION PX_INLINE Aggregate(PxAggregate* px, PxU32 maxActors, bool selfCollision); PX_INLINE ~Aggregate(); void addActor(Scb::Actor&); void removeActor(Scb::Actor& actor, bool reinsert); //--------------------------------------------------------------------------------- // Data synchronization //--------------------------------------------------------------------------------- PX_INLINE void syncState(Scb::Scene& scene); //--------------------------------------------------------------------------------- // Miscellaneous //--------------------------------------------------------------------------------- PX_FORCE_INLINE PxU32 getMaxActorCount() const { return mMaxNbActors; } PX_FORCE_INLINE bool getSelfCollide() const { return mSelfCollide; } PX_FORCE_INLINE PxU32 getAggregateID() const { return mAggregateID; } PX_FORCE_INLINE void setAggregateID(PxU32 cid) { mAggregateID = cid; } PX_FORCE_INLINE bool isBufferingSpecial(ControlState::Enum state) const; PxAggregate* mPxAggregate; // Back pointer private: PxU32 mAggregateID; PxU32 mMaxNbActors; bool mSelfCollide; PX_FORCE_INLINE const Scb::AggregateBuffer* getBufferedData() const { return reinterpret_cast(getStream()); } PX_FORCE_INLINE Scb::AggregateBuffer* getBufferedData() { return reinterpret_cast(getStream()); } }; PX_INLINE Aggregate::Aggregate(PxAggregate* px, PxU32 maxActors, bool selfCollision) : mPxAggregate (px), mAggregateID (PX_INVALID_U32), mMaxNbActors (maxActors), mSelfCollide (selfCollision) { setScbType(ScbType::eAGGREGATE); } PX_INLINE Aggregate::~Aggregate() { } PX_FORCE_INLINE bool Aggregate::isBufferingSpecial(ControlState::Enum state) const { // A special version of the buffer check is needed for aggregates because it is not fine for adding/removing // an actor to be not double buffered if the aggregate is pending for insertion. // For example: Adding an actor can not be processed if the aggregate is pending for insertion because the aggregateID // is not yet available (an there is no Sc::Aggregate object to store the actors) Scb::Scene* scbScene = getScbSceneForAPI(); return state == ControlState::eREMOVE_PENDING || // pending remove not possible if not buffered (scbScene && scbScene->isPhysicsBuffering()); } //-------------------------------------------------------------- // // PVD Events // //-------------------------------------------------------------- namespace { #if PX_SUPPORT_PVD PX_FORCE_INLINE void PvdAttachActorToAggregate(Scb::Aggregate* pAggregate, Scb::Actor* pScbActor) { Scb::Scene* scbScene = pAggregate->getScbSceneForAPI(); if(scbScene/* && scbScene->getScenePvdClient().isInstanceValid(pAggregate)*/) scbScene->getScenePvdClient().attachAggregateActor( pAggregate, pScbActor ); } PX_FORCE_INLINE void PvdDetachActorFromAggregate(Scb::Aggregate* pAggregate, Scb::Actor* pScbActor) { Scb::Scene* scbScene = pAggregate->getScbSceneForAPI(); if(scbScene/*&& scbScene->getScenePvdClient().isInstanceValid(pAggregate)*/) scbScene->getScenePvdClient().detachAggregateActor( pAggregate, pScbActor ); } PX_FORCE_INLINE void PvdUpdateProperties(Scb::Aggregate* pAggregate) { Scb::Scene* scbScene = pAggregate->getScbSceneForAPI(); if(scbScene /*&& scbScene->getScenePvdClient().isInstanceValid(pAggregate)*/) scbScene->getScenePvdClient().updatePvdProperties( pAggregate ); } #else #define PvdAttachActorToAggregate(aggregate, scbActor) {} #define PvdDetachActorFromAggregate(aggregate, scbActor) {} #define PvdUpdateProperties(aggregate) {} #endif } //-------------------------------------------------------------- // // Data synchronization // //-------------------------------------------------------------- PX_INLINE void Aggregate::syncState(Scb::Scene& scene) { const PxU32 flags = getBufferFlags(); enum AggregateSyncDirtyType { DIRTY_NONE = 0, DIRTY_ADD_ACTOR = 1<<0, DIRTY_REMOVE_ACTOR = 1<<1 }; PxU32 dirtyType = DIRTY_NONE; if(flags) { const Scb::AggregateBuffer* PX_RESTRICT bufferedData = getBufferedData(); if(flags & BF_ADD_ACTOR) { dirtyType |= DIRTY_ADD_ACTOR; Scb::Actor* const* actorBuffer = scene.getActorBuffer(bufferedData->addBufferIdx); PX_ASSERT(mAggregateID != PX_INVALID_U32); for(PxU32 i=0; iaddCount; i++) { actorBuffer[i]->getActorCore().setAggregateID(mAggregateID); PvdAttachActorToAggregate( this, actorBuffer[i] ); } } if(flags & BF_REMOVE_ACTOR) { dirtyType |= DIRTY_REMOVE_ACTOR; Scb::Actor* const* actorBuffer = scene.getActorBuffer(bufferedData->removeBufferIdx); for(PxU32 i=0; iremoveCount; i++) { const ControlState::Enum state = actorBuffer[i]->getControlState(); Sc::ActorCore& ac = actorBuffer[i]->getActorCore(); ac.setAggregateID(PX_INVALID_U32); if(state != ControlState::eREMOVE_PENDING) PvdDetachActorFromAggregate( this, actorBuffer[i] ); if(state == ControlState::eINSERT_PENDING || state == ControlState::eIN_SCENE) ac.reinsertShapes(); } } if(dirtyType != DIRTY_NONE) PvdUpdateProperties( this ); } postSyncState(); } }// namespace Scb }// namespace physx #endif