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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.h | |
| 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.h')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/ScActorSim.h | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScActorSim.h b/PhysX_3.4/Source/SimulationController/src/ScActorSim.h new file mode 100644 index 00000000..a6e478f0 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/ScActorSim.h @@ -0,0 +1,126 @@ +// 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 |