// // 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_COLLISION_ACTOR_CORE #define PX_COLLISION_ACTOR_CORE #include "common/PxMetaData.h" #include "PxActor.h" #include "PsUserAllocated.h" #include "CmPhysXCommon.h" namespace physx { class PxActor; namespace Sc { class Scene; class ActorSim; class ActorCore : 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. //================================================================================================== public: // PX_SERIALIZATION ActorCore(const PxEMPTY) : mSim(NULL), mActorFlags(PxEmpty) { } static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION ActorCore(PxActorType::Enum actorType, PxU8 actorFlags, PxClientID owner, PxDominanceGroup dominanceGroup); /*virtual*/ ~ActorCore(); PX_FORCE_INLINE ActorSim* getSim() const { return mSim; } PX_FORCE_INLINE void setSim(ActorSim* sim) { PX_ASSERT((sim==NULL) ^ (mSim==NULL)); mSim = sim; } PX_FORCE_INLINE PxActorFlags getActorFlags() const { return mActorFlags; } void setActorFlags(PxActorFlags af); PX_FORCE_INLINE PxDominanceGroup getDominanceGroup() const { return PxDominanceGroup(mDominanceGroup); } void setDominanceGroup(PxDominanceGroup g); PX_FORCE_INLINE void setOwnerClient(PxClientID inId) { const PxU32 aggid = mAggregateIDOwnerClient & 0x00ffffff; mAggregateIDOwnerClient = (PxU32(inId)<<24) | aggid; } PX_FORCE_INLINE PxClientID getOwnerClient() const { return mAggregateIDOwnerClient>>24; } PX_FORCE_INLINE PxActorType::Enum getActorCoreType() const { return PxActorType::Enum(mActorType); } void reinsertShapes(); PX_FORCE_INLINE void setAggregateID(PxU32 id) { PX_ASSERT(id==0xffffffff || id<(1<<24)); const PxU32 ownerClient = mAggregateIDOwnerClient & 0xff000000; mAggregateIDOwnerClient = (id & 0x00ffffff) | ownerClient; } PX_FORCE_INLINE PxU32 getAggregateID() const { const PxU32 id = mAggregateIDOwnerClient & 0x00ffffff; return id == 0x00ffffff ? PX_INVALID_U32 : id; } private: ActorSim* mSim; // PxU32 mAggregateIDOwnerClient; // PxClientID (8bit) | aggregate ID (24bit) // PT: TODO: the remaining members could be packed into just a 16bit mask PxActorFlags mActorFlags; // PxActor's flags (PxU8) => only 4 bits used PxU8 mActorType; // Actor type (8 bits, but 3 would be enough) PxU8 mDominanceGroup; // Dominance group (8 bits, but 5 would be enough because "must be < 32") }; #if PX_P64_FAMILY PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==16); #else PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==12); #endif } // namespace Sc } ////////////////////////////////////////////////////////////////////////// #endif