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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/NpRigidActorTemplateInternal.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]
Diffstat (limited to 'PhysX_3.4/Source/PhysX/src/NpRigidActorTemplateInternal.h')
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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_RIGIDACTOR_TEMPLATE_INTERNAL
+#define PX_PHYSICS_NP_RIGIDACTOR_TEMPLATE_INTERNAL
+
+namespace physx
+{
+
+template<class T, class T2>
+static PX_FORCE_INLINE void releaseActorT(NpRigidActorTemplate<T>* actor, T2& scbActor)
+{
+ NP_WRITE_CHECK(NpActor::getOwnerScene(*actor));
+
+ NpPhysics::getInstance().notifyDeletionListenersUserRelease(actor, actor->userData);
+
+ Scb::Scene* s = scbActor.getScbSceneForAPI();
+
+ const bool noSim = scbActor.isSimDisabledInternally();
+ // important to check the non-buffered flag because it tells what the current internal state of the object is
+ // (someone might switch to non-simulation and release all while the sim is running). Reading is fine even if
+ // the sim is running because actor flags are read-only internally.
+ if(s && noSim)
+ {
+ // need to do it here because the Np-shape buffer will not be valid anymore after the release below
+ // and unlike simulation objects, there is no shape buffer in the simulation controller
+ actor->getShapeManager().clearShapesOnRelease(*s, *actor);
+ }
+
+ actor->NpRigidActorTemplate<T>::release();
+
+ if(s)
+ {
+ s->removeActor(scbActor, true, noSim);
+ static_cast<NpScene*>(s->getPxScene())->removeFromRigidActorList(actor->getRigidActorArrayIndex());
+ }
+
+ scbActor.destroy();
+}
+
+}
+
+#endif