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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/buffering/ScbAggregate.cpp | |
| 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/buffering/ScbAggregate.cpp')
| -rw-r--r-- | PhysX_3.4/Source/PhysX/src/buffering/ScbAggregate.cpp | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/PhysX/src/buffering/ScbAggregate.cpp b/PhysX_3.4/Source/PhysX/src/buffering/ScbAggregate.cpp new file mode 100644 index 00000000..22a26abd --- /dev/null +++ b/PhysX_3.4/Source/PhysX/src/buffering/ScbAggregate.cpp @@ -0,0 +1,152 @@ +// 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 "ScbAggregate.h" +#include "ScbActor.h" + +using namespace physx; + + +void Scb::Aggregate::addActor(Scb::Actor& actor) +{ + const ControlState::Enum state = getControlState(); + + if(!isBufferingSpecial(state)) + { + actor.getActorCore().setAggregateID(mAggregateID); + PvdAttachActorToAggregate( this, &actor ); + PvdUpdateProperties( this ); + } + else if ((state != ControlState::eREMOVE_PENDING)) // If the aggregate is pending for deletion, adding/removing an actor should not be double buffered because the aggregateID must not be set for the actors + { + // if available, search in list of removed actors to cover the remove-add case + Scb::AggregateBuffer* PX_RESTRICT bufferedData = getBufferedData(); + if (bufferedData->removeBufferIdx != 0xffffffff) + { + Scb::Actor** removeBuffer = getScbScene()->getActorBuffer(bufferedData->removeBufferIdx); + for(PxU32 i=0; i < bufferedData->removeCount; i++) + { + if (removeBuffer[i] == &actor) + { + removeBuffer[i] = removeBuffer[bufferedData->removeCount - 1]; + PX_ASSERT(bufferedData->removeCount > 0); + bufferedData->removeCount--; + break; + } + } + } + + Scb::Actor** actorBuffer; + if (bufferedData->addBufferIdx == 0xffffffff) + { + actorBuffer = getScbScene()->allocActorBuffer(mMaxNbActors, bufferedData->addBufferIdx); + } + else + { + actorBuffer = getScbScene()->getActorBuffer(bufferedData->addBufferIdx); + } + + PX_ASSERT(bufferedData->addCount < mMaxNbActors); + actorBuffer[bufferedData->addCount] = &actor; + bufferedData->addCount++; + + if (state != ControlState::eINSERT_PENDING) + markUpdated(BF_ADD_ACTOR); + else + { + // Not a great solution but aggregates are special in the sense that even in the pending insert case, data needs to be double buffered + // (see isBufferingSpecial() for details) + setBufferFlag(BF_ADD_ACTOR); + } + } +} + + +void Scb::Aggregate::removeActor(Scb::Actor& actor, bool reinsert) +{ + const ControlState::Enum state = getControlState(); + const ControlState::Enum actorState = actor.getControlState(); + + if(!isBufferingSpecial(state)) + { + Sc::ActorCore& ac = actor.getActorCore(); + ac.setAggregateID(PX_INVALID_U32); + + if(getScbSceneForAPI() && reinsert) + { + ac.reinsertShapes(); + } + } + else if ((state != ControlState::eREMOVE_PENDING)) + { + // if available, search in list of added actors to cover the add-remove case + Scb::AggregateBuffer* PX_RESTRICT bufferedData = getBufferedData(); + if (bufferedData->addBufferIdx != 0xffffffff) + { + Scb::Actor** addBuffer = getScbScene()->getActorBuffer(bufferedData->addBufferIdx); + for(PxU32 i=0; i < bufferedData->addCount; i++) + { + if (addBuffer[i] == &actor) + { + addBuffer[i] = addBuffer[bufferedData->addCount - 1]; + PX_ASSERT(bufferedData->addCount > 0); + bufferedData->addCount--; + return; // It's fine to abort here because the aggregateID has not been set yet + } + } + } + + Scb::Actor** actorBuffer; + if (bufferedData->removeBufferIdx == 0xffffffff) + { + actorBuffer = getScbScene()->allocActorBuffer(mMaxNbActors, bufferedData->removeBufferIdx); + } + else + { + actorBuffer = getScbScene()->getActorBuffer(bufferedData->removeBufferIdx); + } + + PX_ASSERT(bufferedData->removeCount < mMaxNbActors); + actorBuffer[bufferedData->removeCount] = &actor; + bufferedData->removeCount++; + + markUpdated(BF_REMOVE_ACTOR); + } + + //Update pvd status if not buffer OR the actor release while aggregate is already in scene + if(!isBufferingSpecial(state) + || ((actorState == ControlState::eIN_SCENE || actorState == ControlState::eREMOVE_PENDING ) + && state != ControlState::eINSERT_PENDING + && !reinsert)) + { + PvdDetachActorFromAggregate( this, &actor ); + PvdUpdateProperties( this ); + } +} |