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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "NpRigidStatic.h" #include "NpPhysics.h" #include "ScbNpDeps.h" #include "NpScene.h" #include "NpRigidActorTemplateInternal.h" using namespace physx; NpRigidStatic::NpRigidStatic(const PxTransform& pose) : NpRigidStaticT(PxConcreteType::eRIGID_STATIC, PxBaseFlag::eOWNS_MEMORY | PxBaseFlag::eIS_RELEASABLE) , mRigidStatic(pose) { } NpRigidStatic::~NpRigidStatic() { } // PX_SERIALIZATION void NpRigidStatic::requires(PxProcessPxBaseCallback& c) { NpRigidStaticT::requires(c); } NpRigidStatic* NpRigidStatic::createObject(PxU8*& address, PxDeserializationContext& context) { NpRigidStatic* obj = new (address) NpRigidStatic(PxBaseFlag::eIS_RELEASABLE); address += sizeof(NpRigidStatic); obj->importExtraData(context); obj->resolveReferences(context); return obj; } //~PX_SERIALIZATION void NpRigidStatic::release() { releaseActorT(this, mRigidStatic); } void NpRigidStatic::setGlobalPose(const PxTransform& pose, bool /*wake*/) { PX_CHECK_AND_RETURN(pose.isSane(), "PxRigidStatic::setGlobalPose: pose is not valid."); NP_WRITE_CHECK(NpActor::getOwnerScene(*this)); NpScene* npScene = NpActor::getAPIScene(*this); #if PX_CHECKED if(npScene) npScene->checkPositionSanity(*this, pose, "PxRigidStatic::setGlobalPose"); #endif mRigidStatic.setActor2World(pose.getNormalized()); if(npScene) { mShapeManager.markAllSceneQueryForUpdate(npScene->getSceneQueryManagerFast()); npScene->getSceneQueryManagerFast().get(Sq::PruningIndex::eSTATIC).invalidateTimestamp(); } #if PX_SUPPORT_PVD // have to do this here since this call gets not forwarded to Scb::RigidStatic Scb::Scene* scbScene = NpActor::getScbFromPxActor(*this).getScbSceneForAPI(); if(scbScene) scbScene->getScenePvdClient().updatePvdProperties(&mRigidStatic); #endif // invalidate the pruning structure if the actor bounds changed if (mShapeManager.getPruningStructure()) { Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "PxRigidStatic::setGlobalPose: Actor is part of a pruning structure, pruning structure is now invalid!"); mShapeManager.getPruningStructure()->invalidate(this); } updateShaderComs(); } PxTransform NpRigidStatic::getGlobalPose() const { NP_READ_CHECK(NpActor::getOwnerScene(*this)); return mRigidStatic.getActor2World(); } PxShape* NpRigidStatic::createShape(const PxGeometry& geometry, PxMaterial*const* materials, PxU16 materialCount, PxShapeFlags shapeFlags) { NP_WRITE_CHECK(NpActor::getOwnerScene(*this)); PX_CHECK_AND_RETURN_NULL(materials, "createShape: material pointer is NULL"); PX_CHECK_AND_RETURN_NULL(materialCount>0, "createShape: material count is zero"); NpShape* shape = static_cast(NpPhysics::getInstance().createShape(geometry, materials, materialCount, true, shapeFlags)); if ( shape != NULL ) { mShapeManager.attachShape(*shape, *this); shape->releaseInternal(); } return shape; } PxU32 physx::NpRigidStaticGetShapes(Scb::RigidStatic& rigid, void* const *&shapes) { NpRigidStatic* a = static_cast(rigid.getScRigidCore().getPxActor()); NpShapeManager& sm = a->getShapeManager(); shapes = reinterpret_cast(sm.getShapes()); return sm.getNbShapes(); } void NpRigidStatic::switchToNoSim() { getScbRigidStaticFast().switchToNoSim(false); } void NpRigidStatic::switchFromNoSim() { getScbRigidStaticFast().switchFromNoSim(false); } #if PX_CHECKED bool NpRigidStatic::checkConstraintValidity() const { // Perhaps NpConnectorConstIterator would be worth it... NpConnectorIterator iter = (const_cast(this))->getConnectorIterator(NpConnectorType::eConstraint); while (PxBase* ser = iter.getNext()) { NpConstraint* c = static_cast(ser); if(!c->NpConstraint::isValid()) return false; } return true; } #endif #if PX_ENABLE_DEBUG_VISUALIZATION void NpRigidStatic::visualize(Cm::RenderOutput& out, NpScene* scene) { NpRigidStaticT::visualize(out, scene); if (getScbRigidStaticFast().getActorFlags() & PxActorFlag::eVISUALIZATION) { Scb::Scene& scbScene = scene->getScene(); PxReal scale = scbScene.getVisualizationParameter(PxVisualizationParameter::eSCALE); //visualize actor frames PxReal actorAxes = scale * scbScene.getVisualizationParameter(PxVisualizationParameter::eACTOR_AXES); if (actorAxes != 0) out << getGlobalPose() << Cm::DebugBasis(PxVec3(actorAxes)); } } #endif