70 lines
2.9 KiB
C++
70 lines
2.9 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_NP_RIGIDACTOR_TEMPLATE_INTERNAL
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#define PX_PHYSICS_NP_RIGIDACTOR_TEMPLATE_INTERNAL
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namespace physx
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{
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template<class T, class T2>
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static PX_FORCE_INLINE void releaseActorT(NpRigidActorTemplate<T>* actor, T2& scbActor)
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{
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NP_WRITE_CHECK(NpActor::getOwnerScene(*actor));
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NpPhysics::getInstance().notifyDeletionListenersUserRelease(actor, actor->userData);
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Scb::Scene* s = scbActor.getScbSceneForAPI();
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const bool noSim = scbActor.isSimDisabledInternally();
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// important to check the non-buffered flag because it tells what the current internal state of the object is
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// (someone might switch to non-simulation and release all while the sim is running). Reading is fine even if
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// the sim is running because actor flags are read-only internally.
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if(s && noSim)
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{
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// need to do it here because the Np-shape buffer will not be valid anymore after the release below
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// and unlike simulation objects, there is no shape buffer in the simulation controller
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actor->getShapeManager().clearShapesOnRelease(*s, *actor);
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}
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actor->NpRigidActorTemplate<T>::release();
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if(s)
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{
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s->removeActor(scbActor, true, noSim);
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static_cast<NpScene*>(s->getPxScene())->removeFromRigidActorList(actor->getRigidActorArrayIndex());
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}
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scbActor.destroy();
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}
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}
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#endif
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