Projekt_Grafika/dependencies/physx-4.1/source/simulationcontroller/include/ScActorCore.h

132 lines
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//
// 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