// // 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. #include "Apex.h" #include "ApexActor.h" #include "ApexContext.h" #include "RenderDebugInterface.h" #include "SceneIntl.h" #include "PsAtomic.h" namespace nvidia { namespace apex { #if UNIQUE_ACTOR_ID int32_t ApexActor::mUniqueActorIdCounter = 0; #endif ApexActor::ApexActor() : mInRelease(false), mEnableDebugVisualization(true) { #if UNIQUE_ACTOR_ID mUniqueActorId = shdfnd::atomicIncrement(&mUniqueActorIdCounter); #endif } ApexActor::~ApexActor() { destroy(); } void ApexActor::addSelfToContext(ApexContext& ctx, ApexActor* actorPtr) { ContextTrack t; t.ctx = &ctx; t.index = ctx.addActor(*this, actorPtr); mContexts.pushBack(t); } void ApexActor::updateIndex(ApexContext& ctx, uint32_t index) { for (uint32_t i = 0 ; i < mContexts.size() ; i++) { ContextTrack& t = mContexts[i]; if (t.ctx == &ctx) { t.index = index; break; } } } bool ApexActor::findSelfInContext(ApexContext& ctx) { for (uint32_t i = 0 ; i < mContexts.size() ; i++) { ContextTrack& t = mContexts[i]; if (t.ctx == &ctx) { return true; } } return false; } void ApexActor::destroy() { mInRelease = true; renderDataLock(); for (uint32_t i = 0 ; i < mContexts.size() ; i++) { ContextTrack& t = mContexts[i]; t.ctx->removeActorAtIndex(t.index); } mContexts.clear(); } } } // end namespace nvidia::apex