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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/buffering/ScbAggregate.cpp
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/buffering/ScbAggregate.cpp')
-rw-r--r--PhysX_3.4/Source/PhysX/src/buffering/ScbAggregate.cpp152
1 files changed, 152 insertions, 0 deletions
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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 "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 );
+ }
+}