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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/NpRigidStatic.cpp
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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/NpRigidStatic.cpp')
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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.
+
+
+#include "NpRigidStatic.h"
+#include "NpPhysics.h"
+#include "ScbNpDeps.h"
+#include "NpScene.h"
+#include "NpRigidActorTemplateInternal.h"
+
+using namespace physx;
+
+NpRigidStatic::NpRigidStatic(const PxTransform& pose)
+: NpRigidStaticT(PxConcreteType::eRIGID_STATIC, PxBaseFlag::eOWNS_MEMORY | PxBaseFlag::eIS_RELEASABLE)
+, mRigidStatic(pose)
+{
+}
+
+NpRigidStatic::~NpRigidStatic()
+{
+}
+
+// PX_SERIALIZATION
+void NpRigidStatic::requires(PxProcessPxBaseCallback& c)
+{
+ NpRigidStaticT::requires(c);
+}
+
+NpRigidStatic* NpRigidStatic::createObject(PxU8*& address, PxDeserializationContext& context)
+{
+ NpRigidStatic* obj = new (address) NpRigidStatic(PxBaseFlag::eIS_RELEASABLE);
+ address += sizeof(NpRigidStatic);
+ obj->importExtraData(context);
+ obj->resolveReferences(context);
+ return obj;
+}
+//~PX_SERIALIZATION
+
+void NpRigidStatic::release()
+{
+ releaseActorT(this, mRigidStatic);
+}
+
+void NpRigidStatic::setGlobalPose(const PxTransform& pose, bool /*wake*/)
+{
+ PX_CHECK_AND_RETURN(pose.isSane(), "PxRigidStatic::setGlobalPose: pose is not valid.");
+
+ NP_WRITE_CHECK(NpActor::getOwnerScene(*this));
+
+ NpScene* npScene = NpActor::getAPIScene(*this);
+#if PX_CHECKED
+ if(npScene)
+ npScene->checkPositionSanity(*this, pose, "PxRigidStatic::setGlobalPose");
+#endif
+
+ mRigidStatic.setActor2World(pose.getNormalized());
+
+ if(npScene)
+ {
+ mShapeManager.markAllSceneQueryForUpdate(npScene->getSceneQueryManagerFast());
+ npScene->getSceneQueryManagerFast().get(Sq::PruningIndex::eSTATIC).invalidateTimestamp();
+ }
+
+#if PX_SUPPORT_PVD
+ // have to do this here since this call gets not forwarded to Scb::RigidStatic
+ Scb::Scene* scbScene = NpActor::getScbFromPxActor(*this).getScbSceneForAPI();
+ if(scbScene)
+ scbScene->getScenePvdClient().updatePvdProperties(&mRigidStatic);
+#endif
+
+ // invalidate the pruning structure if the actor bounds changed
+ if (mShapeManager.getPruningStructure())
+ {
+ Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "PxRigidStatic::setGlobalPose: Actor is part of a pruning structure, pruning structure is now invalid!");
+ mShapeManager.getPruningStructure()->invalidate(this);
+ }
+
+ updateShaderComs();
+}
+
+PxTransform NpRigidStatic::getGlobalPose() const
+{
+ NP_READ_CHECK(NpActor::getOwnerScene(*this));
+ return mRigidStatic.getActor2World();
+}
+
+PxShape* NpRigidStatic::createShape(const PxGeometry& geometry, PxMaterial*const* materials, PxU16 materialCount, PxShapeFlags shapeFlags)
+{
+ NP_WRITE_CHECK(NpActor::getOwnerScene(*this));
+
+ PX_CHECK_AND_RETURN_NULL(materials, "createShape: material pointer is NULL");
+ PX_CHECK_AND_RETURN_NULL(materialCount>0, "createShape: material count is zero");
+
+ NpShape* shape = static_cast<NpShape*>(NpPhysics::getInstance().createShape(geometry, materials, materialCount, true, shapeFlags));
+
+ if ( shape != NULL )
+ {
+ mShapeManager.attachShape(*shape, *this);
+ shape->releaseInternal();
+ }
+ return shape;
+}
+
+PxU32 physx::NpRigidStaticGetShapes(Scb::RigidStatic& rigid, void* const *&shapes)
+{
+ NpRigidStatic* a = static_cast<NpRigidStatic*>(rigid.getScRigidCore().getPxActor());
+ NpShapeManager& sm = a->getShapeManager();
+ shapes = reinterpret_cast<void *const *>(sm.getShapes());
+ return sm.getNbShapes();
+}
+
+void NpRigidStatic::switchToNoSim()
+{
+ getScbRigidStaticFast().switchToNoSim(false);
+}
+
+void NpRigidStatic::switchFromNoSim()
+{
+ getScbRigidStaticFast().switchFromNoSim(false);
+}
+
+#if PX_CHECKED
+bool NpRigidStatic::checkConstraintValidity() const
+{
+ // Perhaps NpConnectorConstIterator would be worth it...
+ NpConnectorIterator iter = (const_cast<NpRigidStatic*>(this))->getConnectorIterator(NpConnectorType::eConstraint);
+ while (PxBase* ser = iter.getNext())
+ {
+ NpConstraint* c = static_cast<NpConstraint*>(ser);
+ if(!c->NpConstraint::isValid())
+ return false;
+ }
+ return true;
+}
+#endif
+
+#if PX_ENABLE_DEBUG_VISUALIZATION
+void NpRigidStatic::visualize(Cm::RenderOutput& out, NpScene* scene)
+{
+ NpRigidStaticT::visualize(out, scene);
+
+ if (getScbRigidStaticFast().getActorFlags() & PxActorFlag::eVISUALIZATION)
+ {
+ Scb::Scene& scbScene = scene->getScene();
+ PxReal scale = scbScene.getVisualizationParameter(PxVisualizationParameter::eSCALE);
+
+ //visualize actor frames
+ PxReal actorAxes = scale * scbScene.getVisualizationParameter(PxVisualizationParameter::eACTOR_AXES);
+ if (actorAxes != 0)
+ out << getGlobalPose() << Cm::DebugBasis(PxVec3(actorAxes));
+ }
+}
+#endif
+