// // 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_SCP_ACTOR_SIM #define PX_PHYSICS_SCP_ACTOR_SIM #include "PsUserAllocated.h" #include "CmPhysXCommon.h" #include "CmUtils.h" #include "PxActor.h" #include "ScInteractionFlags.h" #include "ScActorCore.h" namespace physx { class PxActor; namespace Sc { class Interaction; class ElementSim; class ActorSim : public Ps::UserAllocated { friend class Scene; // the scene is allowed to set the scene array index friend class Interaction; PX_NOCOPY(ActorSim) public: enum ActivityChangeInfoFlag { AS_PART_OF_CREATION = (1 << 0), AS_PART_OF_ISLAND_GEN = (1 << 1) }; ActorSim(Scene&, ActorCore&); virtual ~ActorSim(); // Get the scene the actor resides in PX_FORCE_INLINE Scene& getScene() const { return mScene; } // Get the number of interactions connected to the actor PX_FORCE_INLINE PxU32 getActorInteractionCount() const { return mInteractions.size(); } // Get an iterator to the interactions connected to the actor PX_FORCE_INLINE Interaction** getActorInteractions() const { return mInteractions.begin(); } // Get first element in the actor (linked list) PX_FORCE_INLINE ElementSim* getElements_() { return mFirstElement; } PX_FORCE_INLINE const ElementSim* getElements_() const { return mFirstElement; } PX_FORCE_INLINE PxU32 getElementCount() const { return mElementCount; } // Get the type ID of the actor PX_FORCE_INLINE PxActorType::Enum getActorType() const { return mCore.getActorCoreType(); } // Returns true if the actor is a dynamic rigid body (including articulation links) PX_FORCE_INLINE bool isDynamicRigid() const { const PxActorType::Enum type = getActorType(); return type == PxActorType::eRIGID_DYNAMIC || type == PxActorType::eARTICULATION_LINK; } void onElementAttach(ElementSim& element); void onElementDetach(ElementSim& element); virtual void postActorFlagChange(PxU32, PxU32) {} void setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim* other, PxU8 interactionFlag); PX_FORCE_INLINE ActorCore& getActorCore() const { return mCore; } private: //These are called from interaction creation/destruction void registerInteractionInActor(Interaction* interaction); void unregisterInteractionFromActor(Interaction* interaction); void reallocInteractions(Sc::Interaction**& mem, PxU32& capacity, PxU32 size, PxU32 requiredMinCapacity); protected: // dsequeira: interaction arrays are a major cause of small allocations, so we don't want to delegate them to the heap allocator // it's not clear this inline array is really needed, we should take it out and see whether the cache perf is worse static const PxU32 INLINE_INTERACTION_CAPACITY = 4; Interaction* mInlineInteractionMem[INLINE_INTERACTION_CAPACITY]; Cm::OwnedArray mInteractions; ElementSim* mFirstElement; PxU32 mElementCount; Scene& mScene; ActorCore& mCore; }; } // namespace Sc } #endif