Projekt_Grafika/dependencies/physx-4.1/source/physxextensions/src/ExtCollection.cpp

234 lines
6.6 KiB
C++

//
// 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<PxBase*> 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<PxPruningStructure>())
{
if(!releasableObjects.empty())
{
PxBase* first = releasableObjects[0];
releasableObjects.pushBack(first);
releasableObjects[0] = s;
}
}
else
{
if (s->isReleasable() && (releaseExclusiveShapes || !s->is<PxShape>() || !s->is<PxShape>()->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<PxBase*> 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<PxConvexMesh*> objects(physics.getNbConvexMeshes());
const PxU32 nb = physics.getConvexMeshes(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect triangle meshes
{
shdfnd::Array<PxTriangleMesh*> objects(physics.getNbTriangleMeshes());
const PxU32 nb = physics.getTriangleMeshes(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect heightfields
{
shdfnd::Array<PxHeightField*> objects(physics.getNbHeightFields());
const PxU32 nb = physics.getHeightFields(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect materials
{
shdfnd::Array<PxMaterial*> objects(physics.getNbMaterials());
const PxU32 nb = physics.getMaterials(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect shapes
{
shdfnd::Array<PxShape*> objects(physics.getNbShapes());
const PxU32 nb = physics.getShapes(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*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<PxActor*> 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;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect constraints
{
shdfnd::Array<PxConstraint*> 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.size();i++)
{
PxU32 typeId;
PxJoint* joint = reinterpret_cast<PxJoint*>(objects[i]->getExternalReference(typeId));
if(typeId == PxConstraintExtIDs::eJOINT)
collection->add(*joint);
}
}
// Collect articulations
{
shdfnd::Array<PxArticulationBase*> objects(scene.getNbArticulations());
const PxU32 nb = scene.getArticulations(objects.begin(), objects.size());
PX_ASSERT(nb==objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect aggregates
{
shdfnd::Array<PxAggregate*> objects(scene.getNbAggregates());
const PxU32 nb = scene.getAggregates(objects.begin(), objects.size());
PX_ASSERT(nb==objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
return collection;
}