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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/SimulationController/src/ScActorSim.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/SimulationController/src/ScActorSim.cpp')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/ScActorSim.cpp | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScActorSim.cpp b/PhysX_3.4/Source/SimulationController/src/ScActorSim.cpp new file mode 100644 index 00000000..93bf70a3 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/ScActorSim.cpp @@ -0,0 +1,148 @@ +// 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 "CmPhysXCommon.h" +#include "ScActorSim.h" +#include "ScActorCore.h" +#include "ScElementSim.h" +#include "ScScene.h" +#include "ScInteraction.h" + +using namespace physx; + +Sc::ActorSim::ActorSim(Scene& scene, ActorCore& core) : + mFirstElement (NULL), + mScene (scene), + mCore (core) +{ + core.setSim(this); +} + +Sc::ActorSim::~ActorSim() +{ + mInteractions.releaseMem(*this); +} + +void Sc::ActorSim::registerInteraction(Interaction* interaction) +{ + const PxU32 id = mInteractions.size(); + mInteractions.pushBack(interaction, *this); + interaction->setActorId(this, id); +} + +void Sc::ActorSim::unregisterInteraction(Interaction* interaction) +{ + const PxU32 i = interaction->getActorId(this); + PX_ASSERT(i < mInteractions.size()); + mInteractions.replaceWithLast(i); + if (i<mInteractions.size()) + mInteractions[i]->setActorId(this, i); +} + +void Sc::ActorSim::onElementAttach(ElementSim& element) +{ + element.mNextInActor = mFirstElement; + mFirstElement = &element; +} + +void Sc::ActorSim::onElementDetach(ElementSim& element) +{ + PX_ASSERT(mFirstElement); // PT: else we shouldn't be called + ElementSim* currentElem = mFirstElement; + ElementSim* previousElem = NULL; + while(currentElem) + { + if(currentElem==&element) + { + if(previousElem) + previousElem->mNextInActor = currentElem->mNextInActor; + else + mFirstElement = currentElem->mNextInActor; + return; + } + previousElem = currentElem; + currentElem = currentElem->mNextInActor; + } + PX_ASSERT(0); +} + +// PT: TODO: refactor with Sc::ParticlePacketShape::reallocInteractions +void Sc::ActorSim::reallocInteractions(Sc::Interaction**& mem, PxU32& capacity, PxU32 size, PxU32 requiredMinCapacity) +{ + Interaction** newMem; + PxU32 newCapacity; + + if(requiredMinCapacity==0) + { + newCapacity = 0; + newMem = 0; + } + else if(requiredMinCapacity<=INLINE_INTERACTION_CAPACITY) + { + newCapacity = INLINE_INTERACTION_CAPACITY; + newMem = mInlineInteractionMem; + } + else + { + newCapacity = Ps::nextPowerOfTwo(requiredMinCapacity-1); + newMem = reinterpret_cast<Interaction**>(mScene.allocatePointerBlock(newCapacity)); + } + + PX_ASSERT(newCapacity >= requiredMinCapacity && requiredMinCapacity>=size); + + if(mem) + { + PxMemCopy(newMem, mem, size*sizeof(Interaction*)); + + if(mem!=mInlineInteractionMem) + mScene.deallocatePointerBlock(reinterpret_cast<void**>(mem), capacity); + } + + capacity = newCapacity; + mem = newMem; +} + +void Sc::ActorSim::postDominanceGroupChange() +{ + //force all related interactions to refresh, so they fetch new dominance values. + setActorsInteractionsDirty(InteractionDirtyFlag::eDOMINANCE, NULL, InteractionFlag::eRB_ELEMENT); +} + +void Sc::ActorSim::setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim* other, PxU8 interactionFlag) +{ + PxU32 size = getActorInteractionCount(); + Interaction** interactions = getActorInteractions(); + while(size--) + { + Interaction* interaction = *interactions++; + if ((!other || other == &interaction->getActor0() || other == &interaction->getActor1()) && + (interaction->readInteractionFlag(interactionFlag))) + interaction->setDirty(flag); + } +} |