132 lines
5.0 KiB
C++
132 lines
5.0 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_COLLISION_ACTOR_CORE
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#define PX_COLLISION_ACTOR_CORE
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#include "common/PxMetaData.h"
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#include "PxActor.h"
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#include "PsUserAllocated.h"
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#include "CmPhysXCommon.h"
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namespace physx
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{
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class PxActor;
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namespace Sc
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{
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class Scene;
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class ActorSim;
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class ActorCore : public Ps::UserAllocated
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{
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//= ATTENTION! =====================================================================================
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// Changing the data layout of this class breaks the binary serialization format. See comments for
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// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
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// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
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// accordingly.
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//==================================================================================================
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public:
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// PX_SERIALIZATION
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ActorCore(const PxEMPTY) : mSim(NULL), mActorFlags(PxEmpty)
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{
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}
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static void getBinaryMetaData(PxOutputStream& stream);
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//~PX_SERIALIZATION
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ActorCore(PxActorType::Enum actorType, PxU8 actorFlags,
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PxClientID owner, PxDominanceGroup dominanceGroup);
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/*virtual*/ ~ActorCore();
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PX_FORCE_INLINE ActorSim* getSim() const { return mSim; }
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PX_FORCE_INLINE void setSim(ActorSim* sim)
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{
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PX_ASSERT((sim==NULL) ^ (mSim==NULL));
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mSim = sim;
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}
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PX_FORCE_INLINE PxActorFlags getActorFlags() const { return mActorFlags; }
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void setActorFlags(PxActorFlags af);
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PX_FORCE_INLINE PxDominanceGroup getDominanceGroup() const
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{
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return PxDominanceGroup(mDominanceGroup);
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}
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void setDominanceGroup(PxDominanceGroup g);
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PX_FORCE_INLINE void setOwnerClient(PxClientID inId)
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{
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const PxU32 aggid = mAggregateIDOwnerClient & 0x00ffffff;
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mAggregateIDOwnerClient = (PxU32(inId)<<24) | aggid;
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}
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PX_FORCE_INLINE PxClientID getOwnerClient() const
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{
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return mAggregateIDOwnerClient>>24;
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}
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PX_FORCE_INLINE PxActorType::Enum getActorCoreType() const { return PxActorType::Enum(mActorType); }
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void reinsertShapes();
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PX_FORCE_INLINE void setAggregateID(PxU32 id)
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{
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PX_ASSERT(id==0xffffffff || id<(1<<24));
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const PxU32 ownerClient = mAggregateIDOwnerClient & 0xff000000;
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mAggregateIDOwnerClient = (id & 0x00ffffff) | ownerClient;
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}
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PX_FORCE_INLINE PxU32 getAggregateID() const
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{
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const PxU32 id = mAggregateIDOwnerClient & 0x00ffffff;
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return id == 0x00ffffff ? PX_INVALID_U32 : id;
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}
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private:
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ActorSim* mSim; //
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PxU32 mAggregateIDOwnerClient; // PxClientID (8bit) | aggregate ID (24bit)
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// PT: TODO: the remaining members could be packed into just a 16bit mask
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PxActorFlags mActorFlags; // PxActor's flags (PxU8) => only 4 bits used
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PxU8 mActorType; // Actor type (8 bits, but 3 would be enough)
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PxU8 mDominanceGroup; // Dominance group (8 bits, but 5 would be enough because "must be < 32")
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};
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#if PX_P64_FAMILY
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PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==16);
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#else
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PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==12);
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#endif
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} // namespace Sc
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}
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//////////////////////////////////////////////////////////////////////////
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#endif
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