// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_CONTEXT_H #define APEX_CONTEXT_H #include "ApexUsingNamespace.h" #include "Context.h" #include "PsMutex.h" #include "PsArray.h" #include "PsUserAllocated.h" #include "ApexRWLockable.h" namespace nvidia { namespace apex { class ApexActor; class ApexRenderableIterator; class ApexContext { public: ApexContext() : mIterator(NULL) {} virtual ~ApexContext(); virtual uint32_t addActor(ApexActor& actor, ApexActor* actorPtr = NULL); virtual void callContextCreationCallbacks(ApexActor* actorPtr); virtual void callContextDeletionCallbacks(ApexActor* actorPtr); virtual void removeActorAtIndex(uint32_t index); void renderLockAllActors(); void renderUnLockAllActors(); void removeAllActors(); RenderableIterator* createRenderableIterator(); void releaseRenderableIterator(RenderableIterator&); protected: physx::Array mActorArray; physx::Array mActorArrayCallBacks; nvidia::ReadWriteLock mActorListLock; ApexRenderableIterator* mIterator; friend class ApexRenderableIterator; friend class ApexActor; }; class ApexRenderableIterator : public RenderableIterator, public ApexRWLockable, public UserAllocated { public: APEX_RW_LOCKABLE_BOILERPLATE Renderable* getFirst(); Renderable* getNext(); void reset(); void release(); protected: void destroy(); ApexRenderableIterator(ApexContext&); virtual ~ApexRenderableIterator() {} void removeCachedActor(ApexActor&); ApexContext* ctx; uint32_t curActor; ApexActor* mLockedActor; physx::Array mCachedActors; physx::Array mSkippedActors; friend class ApexContext; }; } } // end namespace nvidia::apex #endif // APEX_CONTEXT_H