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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/PhysX/src/NpRigidActorTemplateInternal.h | |
| download | physx-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')
| -rw-r--r-- | PhysX_3.4/Source/PhysX/src/NpRigidActorTemplateInternal.h | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/PhysX/src/NpRigidActorTemplateInternal.h b/PhysX_3.4/Source/PhysX/src/NpRigidActorTemplateInternal.h new file mode 100644 index 00000000..635e1a83 --- /dev/null +++ b/PhysX_3.4/Source/PhysX/src/NpRigidActorTemplateInternal.h @@ -0,0 +1,69 @@ +// 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 |