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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/SimulationController/src/ScActorSim.h
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]
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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.
+
+#ifndef PX_PHYSICS_SCP_ACTOR_SIM
+#define PX_PHYSICS_SCP_ACTOR_SIM
+
+#include "PsUserAllocated.h"
+#include "CmPhysXCommon.h"
+#include "CmUtils.h"
+#include "PxActor.h"
+#include "ScInteractionFlags.h"
+#include "ScActorCore.h"
+
+namespace physx
+{
+
+class PxActor;
+
+namespace Sc
+{
+ class Interaction;
+ class ElementSim;
+
+ class ActorSim : public Ps::UserAllocated
+ {
+ friend class Scene; // the scene is allowed to set the scene array index
+ friend class Interaction;
+ PX_NOCOPY(ActorSim)
+
+ public:
+ enum ActivityChangeInfoFlag
+ {
+ AS_PART_OF_CREATION = (1 << 0),
+ AS_PART_OF_ISLAND_GEN = (1 << 1)
+ };
+
+ ActorSim(Scene&, ActorCore&);
+ virtual ~ActorSim();
+
+ // Get the scene the actor resides in
+ PX_FORCE_INLINE Scene& getScene() const { return mScene; }
+
+ // Get the number of interactions connected to the actor
+ PX_FORCE_INLINE PxU32 getActorInteractionCount() const { return mInteractions.size(); }
+
+ // Prepares the actor for less than n interactions
+ void setInteractionCountHint(PxU32 n) { mInteractions.reserve(n, *this); }
+
+ // Get an iterator to the interactions connected to the actor
+ PX_FORCE_INLINE Interaction** getActorInteractions() const { return mInteractions.begin(); }
+
+ // Get first element in the actor (linked list)
+ PX_FORCE_INLINE ElementSim* getElements_() { return mFirstElement; }
+ PX_FORCE_INLINE const ElementSim* getElements_() const { return mFirstElement; }
+
+ // Get the type ID of the actor
+ PX_FORCE_INLINE PxActorType::Enum getActorType() const { return mCore.getActorCoreType(); }
+
+ // Returns true if the actor is a dynamic rigid body (including articulation links)
+ PX_FORCE_INLINE bool isDynamicRigid() const { const PxActorType::Enum type = getActorType(); return type == PxActorType::eRIGID_DYNAMIC || type == PxActorType::eARTICULATION_LINK; }
+
+ void onElementAttach(ElementSim& element);
+ void onElementDetach(ElementSim& element);
+
+ virtual void postActorFlagChange(PxU32, PxU32) {}
+
+ void postDominanceGroupChange();
+
+ void setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim* other, PxU8 interactionFlag);
+
+ PX_FORCE_INLINE ActorCore& getActorCore() const { return mCore; }
+
+ private:
+ //These are called from interaction creation/destruction
+ void registerInteraction(Interaction* interaction);
+ void unregisterInteraction(Interaction* interaction);
+
+ void reallocInteractions(Sc::Interaction**& mem, PxU32& capacity, PxU32 size, PxU32 requiredMinCapacity);
+ protected:
+ // dsequeira: interaction arrays are a major cause of small allocations, so we don't want to delegate them to the heap allocator
+ // it's not clear this inline array is really needed, we should take it out and see whether the cache perf is worse
+
+ static const PxU32 INLINE_INTERACTION_CAPACITY = 4;
+ Interaction* mInlineInteractionMem[INLINE_INTERACTION_CAPACITY];
+
+ Cm::OwnedArray<Sc::Interaction*, Sc::ActorSim, PxU32, &Sc::ActorSim::reallocInteractions>
+ mInteractions;
+
+ ElementSim* mFirstElement;
+
+ Scene& mScene;
+
+ ActorCore& mCore;
+ };
+
+} // namespace Sc
+
+}
+
+#endif