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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/physx/source/physics/NvBlastExtPxActorImpl.cpp
parentAdded screens to welcome page (diff)
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Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'sdk/extensions/physx/source/physics/NvBlastExtPxActorImpl.cpp')
-rw-r--r--sdk/extensions/physx/source/physics/NvBlastExtPxActorImpl.cpp54
1 files changed, 37 insertions, 17 deletions
diff --git a/sdk/extensions/physx/source/physics/NvBlastExtPxActorImpl.cpp b/sdk/extensions/physx/source/physics/NvBlastExtPxActorImpl.cpp
index 7732d18..c298e07 100644
--- a/sdk/extensions/physx/source/physics/NvBlastExtPxActorImpl.cpp
+++ b/sdk/extensions/physx/source/physics/NvBlastExtPxActorImpl.cpp
@@ -1,12 +1,30 @@
-/*
-* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved.
-*
-* NVIDIA CORPORATION and its licensors retain all intellectual property
-* and proprietary rights in and to this software, related documentation
-* and any modifications thereto. Any use, reproduction, disclosure or
-* distribution of this software and related documentation without an express
-* license agreement from NVIDIA CORPORATION is strictly prohibited.
-*/
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2016-2017 NVIDIA Corporation. All rights reserved.
+
#include "NvBlastExtPxActorImpl.h"
#include "NvBlastExtPxAsset.h"
@@ -16,6 +34,8 @@
#include "PxRigidDynamic.h"
#include "PxPhysics.h"
+#include "NvBlastAssert.h"
+
#include "NvBlastTkActor.h"
#include "NvBlastTkAsset.h"
@@ -57,7 +77,7 @@ ExtPxActorImpl::ExtPxActorImpl(ExtPxFamilyImpl* family, TkActor* tkActor, const
// Single lower-support chunk actors might be leaf actors, check for this and disable contact callbacks if so
if (nodeCount <= 1)
{
- PX_ASSERT(chunkIndices.size() == 1);
+ NVBLAST_ASSERT(chunkIndices.size() == 1);
if (chunkIndices.size() > 0)
{
const NvBlastChunk& chunk = chunks[chunkIndices[0]];
@@ -106,23 +126,23 @@ ExtPxActorImpl::ExtPxActorImpl(ExtPxFamilyImpl* family, TkActor* tkActor, const
m_rigidDynamic->attachShape(*shape);
- PX_ASSERT_WITH_MESSAGE(m_family->m_subchunkShapes[subchunkIndex] == nullptr, "Chunk has some shapes(live).");
+ NVBLAST_ASSERT_WITH_MESSAGE(m_family->m_subchunkShapes[subchunkIndex] == nullptr, "Chunk has some shapes(live).");
m_family->m_subchunkShapes[subchunkIndex] = shape;
}
}
// search for static chunk in actor's graph (make actor static if it contains static chunk)
- bool staticFound = false;
+ bool staticFound = m_tkActor->isBoundToWorld();
if (nodeCount > 0)
{
- auto& graphChunkIndices = m_family->m_indicesScratch;
- graphChunkIndices.resize(nodeCount);
- m_tkActor->getGraphNodeIndices(graphChunkIndices.begin(), static_cast<uint32_t>(graphChunkIndices.size()));
+ auto& graphNodeIndices = m_family->m_indicesScratch;
+ graphNodeIndices.resize(nodeCount);
+ m_tkActor->getGraphNodeIndices(graphNodeIndices.begin(), static_cast<uint32_t>(graphNodeIndices.size()));
const NvBlastSupportGraph graph = m_tkActor->getAsset()->getGraph();
- for (uint32_t i = 0; !staticFound && i < graphChunkIndices.size(); ++i)
+ for (uint32_t i = 0; !staticFound && i < graphNodeIndices.size(); ++i)
{
- uint32_t chunkIndex = graph.chunkIndices[graphChunkIndices[i]];
+ const uint32_t chunkIndex = graph.chunkIndices[graphNodeIndices[i]];
const ExtPxChunk& chunk = pxChunks[chunkIndex];
staticFound = chunk.isStatic;
}