168 lines
7.1 KiB
C++
168 lines
7.1 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.
|
|
|
|
|
|
#ifndef PX_PHYSICS_NP_ACTOR
|
|
#define PX_PHYSICS_NP_ACTOR
|
|
|
|
#include "NpConnector.h"
|
|
#include "ScbActor.h" // DM: without this inclusion PVD-diabled android build fails, lacking Scb::Actor definition
|
|
|
|
namespace physx
|
|
{
|
|
class NpShapeManager;
|
|
class NpAggregate;
|
|
class NpScene;
|
|
class NpShape;
|
|
|
|
class NpActor
|
|
{
|
|
//= 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.
|
|
//==================================================================================================
|
|
|
|
// We sometimes pass in the PxActor here even though it's always a base class
|
|
// of the objects which inherit from this class too. But passing
|
|
// context to functions which need it allows this to be purely a mixin containing shared
|
|
// utility code rather than an abstract base class.
|
|
|
|
public:
|
|
// PX_SERIALIZATION
|
|
NpActor(const PxEMPTY) {}
|
|
|
|
void exportExtraData(PxSerializationContext& stream);
|
|
void importExtraData(PxDeserializationContext& context);
|
|
void resolveReferences(PxDeserializationContext& context);
|
|
static void getBinaryMetaData(PxOutputStream& stream);
|
|
//~PX_SERIALIZATION
|
|
NpActor(const char* name);
|
|
|
|
void releaseConstraints(PxRigidActor& owner);
|
|
void release(PxActor& owner);
|
|
|
|
NpAggregate* getNpAggregate(PxU32& index) const;
|
|
void setAggregate(NpAggregate* np, PxActor& owner);
|
|
PxAggregate* getAggregate() const;
|
|
|
|
void removeConstraintsFromScene();
|
|
PX_FORCE_INLINE void addConstraintsToScene() // inline the fast path for addActors()
|
|
{
|
|
if(mConnectorArray)
|
|
addConstraintsToSceneInternal();
|
|
}
|
|
|
|
PX_FORCE_INLINE NpConnectorArray** getConnectorArrayAddress() { return &mConnectorArray;}
|
|
PxU32 findConnector(NpConnectorType::Enum type, PxBase* object) const;
|
|
void addConnector(NpConnectorType::Enum type, PxBase* object, const char* errMsg);
|
|
void removeConnector(PxActor& owner, NpConnectorType::Enum type, PxBase* object, const char* errorMsg);
|
|
PxU32 getNbConnectors(NpConnectorType::Enum type) const;
|
|
|
|
static NpShapeManager* getShapeManager(PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this
|
|
static const NpShapeManager* getShapeManager(const PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this
|
|
|
|
static void getGlobalPose(PxTransform& globalPose, const NpShape& shape, const PxRigidActor& actor);
|
|
static void getGlobalPose(PxTransform& globalPose, const Scb::Shape& scbShape, const Scb::Actor& scbActor);
|
|
|
|
static NpActor& getFromPxActor(PxActor& actor) { return *Ps::pointerOffset<NpActor*>(&actor, ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); }
|
|
static const NpActor& getFromPxActor(const PxActor& actor) { return *Ps::pointerOffset<const NpActor*>(&actor, ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); }
|
|
|
|
static Scb::Actor& getScbFromPxActor(PxActor& actor) { return *Ps::pointerOffset<Scb::Actor*>(&actor, ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); }
|
|
static const Scb::Actor& getScbFromPxActor(const PxActor& actor) { return *Ps::pointerOffset<const Scb::Actor*>(&actor, ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); }
|
|
|
|
static NpScene* getAPIScene(const PxActor& actor); // the scene the user thinks the actor is in
|
|
static NpScene* getOwnerScene(const PxActor& actor); // the scene the user thinks the actor is in, or from which the actor is pending removal
|
|
|
|
PX_FORCE_INLINE NpConnectorIterator getConnectorIterator(NpConnectorType::Enum type)
|
|
{
|
|
if (mConnectorArray)
|
|
return NpConnectorIterator(&mConnectorArray->front(), mConnectorArray->size(), type);
|
|
else
|
|
return NpConnectorIterator(NULL, 0, type);
|
|
}
|
|
|
|
// a couple of methods that sever include dependencies in NpActor.h
|
|
|
|
static void onActorRelease(PxActor* actor);
|
|
|
|
|
|
|
|
template<typename T>
|
|
PxU32 getConnectors(NpConnectorType::Enum type, T** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const
|
|
{
|
|
PxU32 nbConnectors = 0;
|
|
PxU32 virtualIndex = 0;
|
|
|
|
if(mConnectorArray)
|
|
{
|
|
for(PxU32 i=0; i < mConnectorArray->size(); i++)
|
|
{
|
|
NpConnector& c = (*mConnectorArray)[i];
|
|
if (c.mType == type && nbConnectors < bufferSize)
|
|
{
|
|
if (virtualIndex++ >= startIndex)
|
|
{
|
|
userBuffer[nbConnectors] = static_cast<T*>(c.mObject);
|
|
nbConnectors++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return nbConnectors;
|
|
}
|
|
|
|
protected:
|
|
~NpActor();
|
|
const char* mName;
|
|
// Lazy-create array for connector objects like constraints, observers, ...
|
|
// Most actors have no such objects, so we bias this class accordingly:
|
|
NpConnectorArray* mConnectorArray;
|
|
|
|
private:
|
|
void addConstraintsToSceneInternal();
|
|
void removeConnector(PxActor& owner, PxU32 index);
|
|
struct Offsets
|
|
{
|
|
size_t pxActorToNpActor[PxConcreteType::ePHYSX_CORE_COUNT];
|
|
size_t pxActorToScbActor[PxConcreteType::ePHYSX_CORE_COUNT];
|
|
Offsets();
|
|
};
|
|
public:
|
|
static const Offsets sOffsets;
|
|
};
|
|
|
|
|
|
|
|
}
|
|
|
|
#endif
|