aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/SimulationController/src/ScActorSim.cpp
diff options
context:
space:
mode:
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/SimulationController/src/ScActorSim.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/SimulationController/src/ScActorSim.cpp')
-rw-r--r--PhysX_3.4/Source/SimulationController/src/ScActorSim.cpp148
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);
+ }
+}