GRK-Projekt-Scena-Podwodna/dependencies/PHYSX/source/physx/src/NpAggregate.cpp
2022-02-11 15:37:18 +01:00

428 lines
13 KiB
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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
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// 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 "NpAggregate.h"
///////////////////////////////////////////////////////////////////////////////
#include "PxActor.h"
#include "NpRigidStatic.h"
#include "NpRigidDynamic.h"
#include "NpArticulation.h"
#include "NpActor.h"
#include "GuBVHStructure.h"
#include "CmUtils.h"
#include "NpArticulationTemplate.h"
using namespace physx;
PX_FORCE_INLINE void setAggregate(NpAggregate* aggregate, PxActor& actor)
{
NpActor& np = NpActor::getFromPxActor(actor);
np.setAggregate(aggregate, actor);
}
///////////////////////////////////////////////////////////////////////////////
NpAggregate::NpAggregate(PxU32 maxActors, bool selfCollisions)
: PxAggregate(PxConcreteType::eAGGREGATE, PxBaseFlag::eOWNS_MEMORY | PxBaseFlag::eIS_RELEASABLE)
, mAggregate(this, maxActors, selfCollisions)
, mNbActors(0)
{
mActors = reinterpret_cast<PxActor**>(PX_ALLOC(sizeof(PxActor*)*maxActors, "PxActor*"));
}
NpAggregate::~NpAggregate()
{
NpFactory::getInstance().onAggregateRelease(this);
if(getBaseFlags()&PxBaseFlag::eOWNS_MEMORY)
PX_FREE(mActors);
}
void NpAggregate::removeAndReinsert(PxActor& actor, bool reinsert)
{
NpActor& np = NpActor::getFromPxActor(actor);
Scb::Actor& scb = NpActor::getScbFromPxActor(actor);
np.setAggregate(NULL, actor);
mAggregate.removeActor(scb, reinsert);
}
void NpAggregate::release()
{
NP_WRITE_CHECK(getOwnerScene());
PX_SIMD_GUARD;
NpPhysics::getInstance().notifyDeletionListenersUserRelease(this, NULL);
/*
"An aggregate should be empty when it gets released. If it isn't, the behavior should be: remove the actors from
the aggregate, then remove the aggregate from the scene (if any) then delete it. I guess that implies the actors
get individually reinserted into the broad phase if the aggregate is in a scene."
*/
for(PxU32 i=0;i<mNbActors;i++)
{
if (mActors[i]->getType() == PxActorType::eARTICULATION_LINK)
{
NpArticulationLink* link = static_cast<NpArticulationLink*>(mActors[i]);
PxArticulationImpl* impl = reinterpret_cast<PxArticulationImpl*>(link->getRoot().getImpl());
impl->setAggregate(NULL);
}
removeAndReinsert(*mActors[i], true);
}
NpScene* s = getAPIScene();
if(s)
{
s->getScene().removeAggregate(getScbAggregate());
s->removeFromAggregateList(*this);
}
mAggregate.destroy();
}
void NpAggregate::addActorInternal(PxActor& actor, NpScene& s, const PxBVHStructure* bvhStructure)
{
if (actor.getType() != PxActorType::eARTICULATION_LINK)
{
Scb::Actor& scb = NpActor::getScbFromPxActor(actor);
mAggregate.addActor(scb);
s.addActorInternal(actor, bvhStructure);
}
else if (!actor.getScene()) // This check makes sure that a link of an articulation gets only added once.
{
NpArticulationLink& al = static_cast<NpArticulationLink&>(actor);
PxArticulationBase& npArt = al.getRoot();
for(PxU32 i=0; i < npArt.getNbLinks(); i++)
{
PxArticulationLink* link;
npArt.getLinks(&link, 1, i);
mAggregate.addActor(static_cast<NpArticulationLink*>(link)->getScbActorFast());
}
s.addArticulationInternal(npArt);
}
}
bool NpAggregate::addActor(PxActor& actor, const PxBVHStructure* bvhStructure)
{
NP_WRITE_CHECK(getOwnerScene());
PX_SIMD_GUARD;
if(mNbActors==mAggregate.getMaxActorCount())
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't add actor to aggregate, max number of actors reached");
return false;
}
if(actor.getAggregate())
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't add actor to aggregate, actor already belongs to an aggregate");
return false;
}
if(actor.getScene())
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't add actor to aggregate, actor already belongs to a scene");
return false;
}
if(actor.getType() == PxActorType::eARTICULATION_LINK)
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't add articulation link to aggregate, only whole articulations can be added");
return false;
}
setAggregate(this, actor);
mActors[mNbActors++] = &actor;
// PT: when an object is added to a aggregate at runtime, i.e. when the aggregate has already been added to the scene,
// we need to immediately add the newcomer to the scene as well.
NpScene* s = getAPIScene();
if(s)
{
addActorInternal(actor, *s, bvhStructure);
}
else
{
// A.B. if BVH structure is provided we need to keep it stored till the aggregate is inseted into a scene
if(bvhStructure)
{
PxBVHStructure* bvhStructureMutable = const_cast<PxBVHStructure*>(bvhStructure);
static_cast<Gu::BVHStructure*>(bvhStructureMutable)->incRefCount();
NpActor::getFromPxActor(actor).addConnector(NpConnectorType::eBvhStructure, bvhStructureMutable, "PxBVHStructure already added to the PxActor!");
}
}
return true;
}
bool NpAggregate::removeActorAndReinsert(PxActor& actor, bool reinsert)
{
for(PxU32 i=0;i<mNbActors;i++)
{
if(mActors[i]==&actor)
{
mActors[i] = mActors[--mNbActors];
removeAndReinsert(actor, reinsert);
return true;
}
}
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't remove actor, actor doesn't belong to aggregate");
return false;
}
bool NpAggregate::removeActor(PxActor& actor)
{
NP_WRITE_CHECK(getOwnerScene());
PX_SIMD_GUARD;
if(actor.getType() == PxActorType::eARTICULATION_LINK)
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't remove articulation link, only whole articulations can be removed");
return false;
}
// A.B. remove the BVH structure reference if there is and the aggregate was not added to a scene
NpScene* s = getAPIScene();
if(!s)
{
NpActor& np = NpActor::getFromPxActor(actor);
Gu::BVHStructure* bvhStructure = NULL;
if(np.getConnectors<Gu::BVHStructure>(NpConnectorType::eBvhStructure, &bvhStructure, 1))
{
np.removeConnector(actor, NpConnectorType::eBvhStructure, bvhStructure, "PxBVHStructure connector could not have been removed!");
bvhStructure->decRefCount();
}
}
// PT: there are really 2 cases here:
// a) the user just wants to remove the actor from the aggregate, but the actor is still alive so if the aggregate has been added to a scene,
// we must reinsert the removed actor to that same scene
// b) this is called by the framework when releasing an actor, in which case we don't want to reinsert it anywhere.
//
// We assume that when called by the user, we always want to reinsert. The framework however will call the internal function
// without reinsertion.
return removeActorAndReinsert(actor, true);
}
bool NpAggregate::addArticulation(PxArticulationBase& art)
{
NP_WRITE_CHECK(getOwnerScene());
PX_SIMD_GUARD;
if((mNbActors+art.getNbLinks()) > mAggregate.getMaxActorCount())
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't add articulation links, max number of actors reached");
return false;
}
if(art.getAggregate())
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't add articulation to aggregate, articulation already belongs to an aggregate");
return false;
}
if(art.getScene())
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't add articulation to aggregate, articulation already belongs to a scene");
return false;
}
PxArticulationImpl* impl = reinterpret_cast<PxArticulationImpl*>(art.getImpl());
impl->setAggregate(this);
NpArticulationLink* const* links = impl->getLinks();
for(PxU32 i=0; i < impl->getNbLinks(); i++)
{
NpArticulationLink& l = *links[i];
setAggregate(this, l);
mActors[mNbActors++] = &l;
mAggregate.addActor(l.getScbActorFast());
}
// PT: when an object is added to a aggregate at runtime, i.e. when the aggregate has already been added to the scene,
// we need to immediately add the newcomer to the scene as well.
NpScene* s = getAPIScene();
if(s)
{
s->addArticulationInternal(art);
}
return true;
}
bool NpAggregate::removeArticulationAndReinsert(PxArticulationBase& art, bool reinsert)
{
bool found = false;
PxU32 idx = 0;
while(idx < mNbActors)
{
if ((mActors[idx]->getType() == PxActorType::eARTICULATION_LINK) && (&static_cast<NpArticulationLink*>(mActors[idx])->getRoot() == &art))
{
PxActor* a = mActors[idx];
mActors[idx] = mActors[--mNbActors];
removeAndReinsert(*a, reinsert);
found = true;
}
else
idx++;
}
reinterpret_cast<PxArticulationImpl*>(art.getImpl())->setAggregate(NULL);
if (!found)
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxAggregate: can't remove articulation, articulation doesn't belong to aggregate");
return found;
}
bool NpAggregate::removeArticulation(PxArticulationBase& art)
{
NP_WRITE_CHECK(getOwnerScene());
PX_SIMD_GUARD;
// see comments in removeActor()
return removeArticulationAndReinsert(art, true);
}
PxU32 NpAggregate::getNbActors() const
{
NP_READ_CHECK(getOwnerScene());
return mNbActors;
}
PxU32 NpAggregate::getMaxNbActors() const
{
NP_READ_CHECK(getOwnerScene());
return mAggregate.getMaxActorCount();
}
PxU32 NpAggregate::getActors(PxActor** userBuffer, PxU32 bufferSize, PxU32 startIndex) const
{
NP_READ_CHECK(getOwnerScene());
return Cm::getArrayOfPointers(userBuffer, bufferSize, startIndex, mActors, getCurrentSizeFast());
}
PxScene* NpAggregate::getScene()
{
return getAPIScene();
}
NpScene* NpAggregate::getAPIScene() const
{
return mAggregate.getScbSceneForAPI() ? static_cast<NpScene*>(mAggregate.getScbSceneForAPI()->getPxScene()) : NULL;
}
NpScene* NpAggregate::getOwnerScene() const
{
return mAggregate.getScbScene() ? static_cast<NpScene*>(mAggregate.getScbScene()->getPxScene()) : NULL;
}
bool NpAggregate::getSelfCollision() const
{
NP_READ_CHECK(getOwnerScene());
return mAggregate.getSelfCollide();
}
// PX_SERIALIZATION
void NpAggregate::preExportDataReset()
{
mAggregate.setAggregateID(PX_INVALID_U32);
}
void NpAggregate::exportExtraData(PxSerializationContext& stream)
{
if(mActors)
{
stream.alignData(PX_SERIAL_ALIGN);
stream.writeData(mActors, mNbActors * sizeof(PxActor*));
}
}
void NpAggregate::importExtraData(PxDeserializationContext& context)
{
if(mActors)
mActors = context.readExtraData<PxActor*, PX_SERIAL_ALIGN>(mNbActors);
}
void NpAggregate::resolveReferences(PxDeserializationContext& context)
{
// Resolve actor pointers if needed
for(PxU32 i=0; i < mNbActors; i++)
{
context.translatePxBase(mActors[i]);
{
//update aggregate if mActors is in external reference
NpActor& np = NpActor::getFromPxActor(*mActors[i]);
if(np.getAggregate() == NULL)
{
np.setAggregate(this, *mActors[i]);
}
if(mActors[i]->getType() == PxActorType::eARTICULATION_LINK)
{
PxArticulationBase& articulation = static_cast<NpArticulationLink*>(mActors[i])->getRoot();
if(!articulation.getAggregate())
reinterpret_cast<PxArticulationImpl*>(articulation.getImpl())->setAggregate(this);
}
}
}
}
NpAggregate* NpAggregate::createObject(PxU8*& address, PxDeserializationContext& context)
{
NpAggregate* obj = new (address) NpAggregate(PxBaseFlag::eIS_RELEASABLE);
address += sizeof(NpAggregate);
obj->importExtraData(context);
obj->resolveReferences(context);
return obj;
}
void NpAggregate::requiresObjects(PxProcessPxBaseCallback& c)
{
for(PxU32 i=0; i < mNbActors; i++)
{
PxArticulationLink* link = mActors[i]->is<PxArticulationLink>();
if(link)
c.process(link->getArticulation());
else
c.process(*mActors[i]);
}
}
// ~PX_SERIALIZATION