GRK/dependencies/physx-4.1/source/simulationcontroller/src/ScActorSim.cpp
secret_dude a7bd7ecb75 master
2022-01-12 16:07:16 +01:00

145 lines
4.5 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
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// 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
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// 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
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// 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 (i<mInteractions.size())
mInteractions[i]->setActorId(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<Interaction**>(mScene.allocatePointerBlock(newCapacity));
}
PX_ASSERT(newCapacity >= requiredMinCapacity && requiredMinCapacity>=size);
if(mem)
{
PxMemCopy(newMem, mem, size*sizeof(Interaction*));
if(mem!=mInlineInteractionMem)
mScene.deallocatePointerBlock(reinterpret_cast<void**>(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);
}
}