/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #ifndef __SAMPLE_SHAPE_ACTOR_H__ #define __SAMPLE_SHAPE_ACTOR_H__ #include "SampleActor.h" #include "ApexDefs.h" #include "PxActor.h" #include "PxRigidDynamic.h" #include "PxScene.h" #if PX_PHYSICS_VERSION_MAJOR == 3 #include "ScopedPhysXLock.h" #endif #include "RenderDebugInterface.h" #include #include #if PX_PHYSICS_VERSION_MAJOR == 0 namespace physx { namespace apex { /** \brief A scoped object for acquiring/releasing read/write lock of a PhysX scene */ class ScopedPhysXLockRead { public: /** \brief Ctor */ ScopedPhysXLockRead(PxScene *scene,const char *fileName,int lineno) : mScene(scene) { if ( mScene ) { mScene->lockRead(fileName, (physx::PxU32)lineno); } } ~ScopedPhysXLockRead() { if ( mScene ) { mScene->unlockRead(); } } private: PxScene* mScene; }; /** \brief A scoped object for acquiring/releasing read/write lock of a PhysX scene */ class ScopedPhysXLockWrite { public: /** \brief Ctor */ ScopedPhysXLockWrite(PxScene *scene,const char *fileName,int lineno) : mScene(scene) { if ( mScene ) { mScene->lockWrite(fileName, (physx::PxU32)lineno); } } ~ScopedPhysXLockWrite() { if ( mScene ) { mScene->unlockWrite(); } } private: PxScene* mScene; }; }; // end apx namespace }; // end physx namespace #if defined(_DEBUG) || defined(PX_CHECKED) #define SCOPED_PHYSX_LOCK_WRITE(x) physx::apex::ScopedPhysXLockWrite _wlock(x,__FILE__,__LINE__); #else #define SCOPED_PHYSX_LOCK_WRITE(x) physx::apex::ScopedPhysXLockWrite _wlock(x,"",__LINE__); #endif #if defined(_DEBUG) || defined(PX_CHECKED) #define SCOPED_PHYSX_LOCK_READ(x) physx::apex::ScopedPhysXLockRead _rlock(x,__FILE__,__LINE__); #else #define SCOPED_PHYSX_LOCK_READ(x) physx::apex::ScopedPhysXLockRead _rlock(x,"",__LINE__); #endif #endif // PX_PHYSICS_VERSION_MAJOR class SampleShapeActor : public SampleFramework::SampleActor { public: SampleShapeActor(nvidia::apex::RenderDebugInterface* rdebug) : mBlockId(-1) , mApexRenderDebug(rdebug) , mRenderer(NULL) , mPhysxActor(NULL) { } virtual ~SampleShapeActor(void) { if (mApexRenderDebug != NULL) { RENDER_DEBUG_IFACE(mApexRenderDebug)->reset(mBlockId); } if (mPhysxActor) { SCOPED_PHYSX_LOCK_WRITE(mPhysxActor->getScene()); mPhysxActor->release(); } } physx::PxTransform getPose() const { return physx::PxTransform(mTransform); } void setPose(const physx::PxTransform& pose) { mTransform = physx::PxMat44(pose); if (mPhysxActor) { SCOPED_PHYSX_LOCK_WRITE(mPhysxActor->getScene()); if (physx::PxRigidDynamic* rd = mPhysxActor->is()) { rd->setGlobalPose(this->convertToPhysicalCoordinates(mTransform)); } } if (mApexRenderDebug != NULL) { RENDER_DEBUG_IFACE(mApexRenderDebug)->setDrawGroupPose(mBlockId, mTransform); } } virtual void tick(float dtime, bool rewriteBuffers = false) { if (mPhysxActor) { physx::PxRigidDynamic* rd = mPhysxActor->is(); SCOPED_PHYSX_LOCK_READ(mPhysxActor->getScene()); if (rd && !rd->isSleeping()) { mTransform = this->convertToGraphicalCoordinates(rd->getGlobalPose()); if (mApexRenderDebug != NULL) { RENDER_DEBUG_IFACE(mApexRenderDebug)->setDrawGroupPose(mBlockId, mTransform); } } } } physx::PxActor* getPhysXActor() { return mPhysxActor; } virtual void render(bool /*rewriteBuffers*/ = false) { if (mRenderer) { mRenderer->queueMeshForRender(mRendererMeshContext); } } protected: int32_t mBlockId; nvidia::apex::RenderDebugInterface* mApexRenderDebug; SampleRenderer::Renderer* mRenderer; SampleRenderer::RendererMeshContext mRendererMeshContext; physx::PxMat44 mTransform; physx::PxActor* mPhysxActor; private: virtual physx::PxMat44 convertToGraphicalCoordinates(const physx::PxTransform & physicsPose) const { return physx::PxMat44(physicsPose); } virtual physx::PxTransform convertToPhysicalCoordinates(const physx::PxMat44 & graphicsPose) const { return physx::PxTransform(graphicsPose); } }; #endif