// // 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. #include "common/PxBase.h" #include "geometry/PxConvexMesh.h" #include "geometry/PxTriangleMesh.h" #include "geometry/PxHeightField.h" #include "extensions/PxJoint.h" #include "extensions/PxConstraintExt.h" #include "extensions/PxCollectionExt.h" #include "PxShape.h" #include "PxMaterial.h" #include "PxArticulation.h" #include "PxAggregate.h" #include "PxPhysics.h" #include "PxScene.h" #include "PxPruningStructure.h" #include "PsArray.h" using namespace physx; void PxCollectionExt::releaseObjects(PxCollection& collection, bool releaseExclusiveShapes) { shdfnd::Array releasableObjects; for (PxU32 i = 0; i < collection.getNbObjects(); ++i) { PxBase* s = &collection.getObject(i); // pruning structure must be released before its actors if(s->is()) { if(!releasableObjects.empty()) { PxBase* first = releasableObjects[0]; releasableObjects.pushBack(first); releasableObjects[0] = s; } } else { if (s->isReleasable() && (releaseExclusiveShapes || !s->is() || !s->is()->isExclusive())) releasableObjects.pushBack(s); } } for (PxU32 i = 0; i < releasableObjects.size(); ++i) releasableObjects[i]->release(); while (collection.getNbObjects() > 0) collection.remove(collection.getObject(0)); } void PxCollectionExt::remove(PxCollection& collection, PxType concreteType, PxCollection* to) { shdfnd::Array removeObjects; for (PxU32 i = 0; i < collection.getNbObjects(); i++) { PxBase& object = collection.getObject(i); if(concreteType == object.getConcreteType()) { if(to) to->add(object); removeObjects.pushBack(&object); } } for (PxU32 i = 0; i < removeObjects.size(); ++i) collection.remove(*removeObjects[i]); } PxCollection* PxCollectionExt::createCollection(PxPhysics& physics) { PxCollection* collection = PxCreateCollection(); if (!collection) return NULL; // Collect convexes { shdfnd::Array objects(physics.getNbConvexMeshes()); const PxU32 nb = physics.getConvexMeshes(objects.begin(), objects.size()); PX_ASSERT(nb == objects.size()); PX_UNUSED(nb); for(PxU32 i=0;iadd(*objects[i]); } // Collect triangle meshes { shdfnd::Array objects(physics.getNbTriangleMeshes()); const PxU32 nb = physics.getTriangleMeshes(objects.begin(), objects.size()); PX_ASSERT(nb == objects.size()); PX_UNUSED(nb); for(PxU32 i=0;iadd(*objects[i]); } // Collect heightfields { shdfnd::Array objects(physics.getNbHeightFields()); const PxU32 nb = physics.getHeightFields(objects.begin(), objects.size()); PX_ASSERT(nb == objects.size()); PX_UNUSED(nb); for(PxU32 i=0;iadd(*objects[i]); } // Collect materials { shdfnd::Array objects(physics.getNbMaterials()); const PxU32 nb = physics.getMaterials(objects.begin(), objects.size()); PX_ASSERT(nb == objects.size()); PX_UNUSED(nb); for(PxU32 i=0;iadd(*objects[i]); } // Collect shapes { shdfnd::Array objects(physics.getNbShapes()); const PxU32 nb = physics.getShapes(objects.begin(), objects.size()); PX_ASSERT(nb == objects.size()); PX_UNUSED(nb); for(PxU32 i=0;iadd(*objects[i]); } return collection; } PxCollection* PxCollectionExt::createCollection(PxScene& scene) { PxCollection* collection = PxCreateCollection(); if (!collection) return NULL; // Collect actors { PxActorTypeFlags selectionFlags = PxActorTypeFlag::eRIGID_STATIC | PxActorTypeFlag::eRIGID_DYNAMIC; shdfnd::Array objects(scene.getNbActors(selectionFlags)); const PxU32 nb = scene.getActors(selectionFlags, objects.begin(), objects.size()); PX_ASSERT(nb==objects.size()); PX_UNUSED(nb); for(PxU32 i=0;iadd(*objects[i]); } // Collect constraints { shdfnd::Array objects(scene.getNbConstraints()); const PxU32 nb = scene.getConstraints(objects.begin(), objects.size()); PX_ASSERT(nb==objects.size()); PX_UNUSED(nb); for(PxU32 i=0;i(objects[i]->getExternalReference(typeId)); if(typeId == PxConstraintExtIDs::eJOINT) collection->add(*joint); } } // Collect articulations { shdfnd::Array objects(scene.getNbArticulations()); const PxU32 nb = scene.getArticulations(objects.begin(), objects.size()); PX_ASSERT(nb==objects.size()); PX_UNUSED(nb); for(PxU32 i=0;iadd(*objects[i]); } // Collect aggregates { shdfnd::Array objects(scene.getNbAggregates()); const PxU32 nb = scene.getAggregates(objects.begin(), objects.size()); PX_ASSERT(nb==objects.size()); PX_UNUSED(nb); for(PxU32 i=0;iadd(*objects[i]); } return collection; }