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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/PhysX/src/NpActor.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef PX_PHYSICS_NP_ACTOR
+#define PX_PHYSICS_NP_ACTOR
+
+#include "NpConnector.h"
+#include "ScbActor.h" // DM: without this inclusion PVD-diabled android build fails, lacking Scb::Actor definition
+
+namespace physx
+{
+ class NpShapeManager;
+ class NpAggregate;
+ class NpScene;
+ class NpShape;
+
+class NpActor
+{
+//= ATTENTION! =====================================================================================
+// Changing the data layout of this class breaks the binary serialization format. See comments for
+// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
+// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
+// accordingly.
+//==================================================================================================
+
+ // We sometimes pass in the PxActor here even though it's always a base class
+ // of the objects which inherit from this class too. But passing
+ // context to functions which need it allows this to be purely a mixin containing shared
+ // utility code rather than an abstract base class.
+
+public:
+// PX_SERIALIZATION
+ NpActor(const PxEMPTY) {}
+
+ void exportExtraData(PxSerializationContext& stream);
+ void importExtraData(PxDeserializationContext& context);
+ void resolveReferences(PxDeserializationContext& context);
+ static void getBinaryMetaData(PxOutputStream& stream);
+//~PX_SERIALIZATION
+ NpActor(const char* name);
+
+ void releaseConstraints(PxRigidActor& owner);
+ void release(PxActor& owner);
+
+ NpAggregate* getNpAggregate(PxU32& index) const;
+ void setAggregate(NpAggregate* np, PxActor& owner);
+ PxAggregate* getAggregate() const;
+
+ void removeConstraintsFromScene();
+ PX_FORCE_INLINE void addConstraintsToScene() // inline the fast path for addActors()
+ {
+ if(mConnectorArray)
+ addConstraintsToSceneInternal();
+ }
+
+ PX_FORCE_INLINE NpConnectorArray** getConnectorArrayAddress() { return &mConnectorArray;}
+ PxU32 findConnector(NpConnectorType::Enum type, PxBase* object) const;
+ void addConnector(NpConnectorType::Enum type, PxBase* object, const char* errMsg);
+ void removeConnector(PxActor& owner, NpConnectorType::Enum type, PxBase* object, const char* errorMsg);
+ PxU32 getNbConnectors(NpConnectorType::Enum type) const;
+
+ static NpShapeManager* getShapeManager(PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this
+ static const NpShapeManager* getShapeManager(const PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this
+
+ static void getGlobalPose(PxTransform& globalPose, const NpShape& shape, const PxRigidActor& actor);
+ static void getGlobalPose(PxTransform& globalPose, const Scb::Shape& scbShape, const Scb::Actor& scbActor);
+
+ static NpActor& getFromPxActor(PxActor& actor) { return *Ps::pointerOffset<NpActor*>(&actor, ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); }
+ static const NpActor& getFromPxActor(const PxActor& actor) { return *Ps::pointerOffset<const NpActor*>(&actor, ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); }
+
+ static Scb::Actor& getScbFromPxActor(PxActor& actor) { return *Ps::pointerOffset<Scb::Actor*>(&actor, ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); }
+ static const Scb::Actor& getScbFromPxActor(const PxActor& actor) { return *Ps::pointerOffset<const Scb::Actor*>(&actor, ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); }
+
+ static NpScene* getAPIScene(const PxActor& actor); // the scene the user thinks the actor is in
+ static NpScene* getOwnerScene(const PxActor& actor); // the scene the user thinks the actor is in, or from which the actor is pending removal
+
+ PX_FORCE_INLINE NpConnectorIterator getConnectorIterator(NpConnectorType::Enum type)
+ {
+ if (mConnectorArray)
+ return NpConnectorIterator(&mConnectorArray->front(), mConnectorArray->size(), type);
+ else
+ return NpConnectorIterator(NULL, 0, type);
+ }
+
+ // a couple of methods that sever include dependencies in NpActor.h
+
+ static void onActorRelease(PxActor* actor);
+
+
+
+template<typename T>
+PxU32 getConnectors(NpConnectorType::Enum type, T** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const
+{
+ PxU32 nbConnectors = 0;
+
+ if(mConnectorArray)
+ {
+ for(PxU32 i=0; i < mConnectorArray->size(); i++)
+ {
+ NpConnector& c = (*mConnectorArray)[i];
+ if (c.mType == type && nbConnectors < bufferSize && i>=startIndex)
+ {
+ userBuffer[nbConnectors] = static_cast<T*>(c.mObject);
+ nbConnectors++;
+ }
+ }
+ }
+
+ return nbConnectors;
+}
+
+protected:
+ ~NpActor();
+ const char* mName;
+ // Lazy-create array for connector objects like constraints, observers, ...
+ // Most actors have no such objects, so we bias this class accordingly:
+ NpConnectorArray* mConnectorArray;
+
+private:
+ void addConstraintsToSceneInternal();
+ void removeConnector(PxActor& owner, PxU32 index);
+ struct Offsets
+ {
+ size_t pxActorToNpActor[PxConcreteType::ePHYSX_CORE_COUNT];
+ size_t pxActorToScbActor[PxConcreteType::ePHYSX_CORE_COUNT];
+ Offsets();
+ };
+public:
+ static const Offsets sOffsets;
+};
+
+
+
+}
+
+#endif