// // 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. #include "CmPhysXCommon.h" #include "ScActorSim.h" #include "ScActorCore.h" #include "ScElementSim.h" #include "ScScene.h" #include "ScInteraction.h" using namespace physx; Sc::ActorSim::ActorSim(Scene& scene, ActorCore& core) : mFirstElement (NULL), mElementCount (0), mScene (scene), mCore (core) { core.setSim(this); } Sc::ActorSim::~ActorSim() { mInteractions.releaseMem(*this); } void Sc::ActorSim::registerInteractionInActor(Interaction* interaction) { const PxU32 id = mInteractions.size(); mInteractions.pushBack(interaction, *this); interaction->setActorId(this, id); } void Sc::ActorSim::unregisterInteractionFromActor(Interaction* interaction) { const PxU32 i = interaction->getActorId(this); PX_ASSERT(i < mInteractions.size()); mInteractions.replaceWithLast(i); if (isetActorId(this, i); } void Sc::ActorSim::onElementAttach(ElementSim& element) { element.mNextInActor = mFirstElement; mFirstElement = &element; mElementCount++; } void Sc::ActorSim::onElementDetach(ElementSim& element) { PX_ASSERT(mFirstElement); // PT: else we shouldn't be called ElementSim* currentElem = mFirstElement; ElementSim* previousElem = NULL; while(currentElem) { if(currentElem==&element) { if(previousElem) previousElem->mNextInActor = currentElem->mNextInActor; else mFirstElement = currentElem->mNextInActor; mElementCount--; return; } previousElem = currentElem; currentElem = currentElem->mNextInActor; } PX_ASSERT(0); } // PT: TODO: refactor with Sc::ParticlePacketShape::reallocInteractions - sschirm: particles are gone void Sc::ActorSim::reallocInteractions(Sc::Interaction**& mem, PxU32& capacity, PxU32 size, PxU32 requiredMinCapacity) { Interaction** newMem; PxU32 newCapacity; if(requiredMinCapacity==0) { newCapacity = 0; newMem = 0; } else if(requiredMinCapacity<=INLINE_INTERACTION_CAPACITY) { newCapacity = INLINE_INTERACTION_CAPACITY; newMem = mInlineInteractionMem; } else { newCapacity = Ps::nextPowerOfTwo(requiredMinCapacity-1); newMem = reinterpret_cast(mScene.allocatePointerBlock(newCapacity)); } PX_ASSERT(newCapacity >= requiredMinCapacity && requiredMinCapacity>=size); if(mem) { PxMemCopy(newMem, mem, size*sizeof(Interaction*)); if(mem!=mInlineInteractionMem) mScene.deallocatePointerBlock(reinterpret_cast(mem), capacity); } capacity = newCapacity; mem = newMem; } void Sc::ActorSim::setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim* other, PxU8 interactionFlag) { PxU32 size = getActorInteractionCount(); Interaction** interactions = getActorInteractions(); while(size--) { Interaction* interaction = *interactions++; if((!other || other == &interaction->getActorSim0() || other == &interaction->getActorSim1()) && (interaction->readInteractionFlag(interactionFlag))) interaction->setDirty(flag); } }