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