// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "ScbAggregate.h" #include "ScbActor.h" using namespace physx; void Scb::Aggregate::addActor(Scb::Actor& actor) { const ControlState::Enum state = getControlState(); if(!isBufferingSpecial(state)) { actor.getActorCore().setAggregateID(mAggregateID); PvdAttachActorToAggregate( this, &actor ); PvdUpdateProperties( this ); } else if((state != ControlState::eREMOVE_PENDING)) // If the aggregate is pending for deletion, adding/removing an actor should not be double buffered because the aggregateID must not be set for the actors { // if available, search in list of removed actors to cover the remove-add case Scb::AggregateBuffer* PX_RESTRICT bufferedData = getBufferedData(); if(bufferedData->removeBufferIdx != 0xffffffff) { Scb::Actor** removeBuffer = getScbScene()->getActorBuffer(bufferedData->removeBufferIdx); for(PxU32 i=0; iremoveCount; i++) { if(removeBuffer[i] == &actor) { removeBuffer[i] = removeBuffer[bufferedData->removeCount - 1]; PX_ASSERT(bufferedData->removeCount > 0); bufferedData->removeCount--; break; } } } Scb::Actor** actorBuffer; if(bufferedData->addBufferIdx == 0xffffffff) actorBuffer = getScbScene()->allocActorBuffer(mMaxNbActors, bufferedData->addBufferIdx); else actorBuffer = getScbScene()->getActorBuffer(bufferedData->addBufferIdx); PX_ASSERT(bufferedData->addCount < mMaxNbActors); actorBuffer[bufferedData->addCount] = &actor; bufferedData->addCount++; if(state != ControlState::eINSERT_PENDING) markUpdated(BF_ADD_ACTOR); else { // Not a great solution but aggregates are special in the sense that even in the pending insert case, data needs to be double buffered // (see isBufferingSpecial() for details) setBufferFlag(BF_ADD_ACTOR); } } } void Scb::Aggregate::removeActor(Scb::Actor& actor, bool reinsert) { const ControlState::Enum state = getControlState(); const ControlState::Enum actorState = actor.getControlState(); if(!isBufferingSpecial(state)) { Sc::ActorCore& ac = actor.getActorCore(); ac.setAggregateID(PX_INVALID_U32); if(getScbSceneForAPI() && reinsert) ac.reinsertShapes(); } else if((state != ControlState::eREMOVE_PENDING)) { // if available, search in list of added actors to cover the add-remove case Scb::AggregateBuffer* PX_RESTRICT bufferedData = getBufferedData(); if(bufferedData->addBufferIdx != 0xffffffff) { Scb::Actor** addBuffer = getScbScene()->getActorBuffer(bufferedData->addBufferIdx); for(PxU32 i=0; iaddCount; i++) { if(addBuffer[i] == &actor) { addBuffer[i] = addBuffer[bufferedData->addCount - 1]; PX_ASSERT(bufferedData->addCount > 0); bufferedData->addCount--; return; // It's fine to abort here because the aggregateID has not been set yet } } } Scb::Actor** actorBuffer; if(bufferedData->removeBufferIdx == 0xffffffff) actorBuffer = getScbScene()->allocActorBuffer(mMaxNbActors, bufferedData->removeBufferIdx); else actorBuffer = getScbScene()->getActorBuffer(bufferedData->removeBufferIdx); PX_ASSERT(bufferedData->removeCount < mMaxNbActors); actorBuffer[bufferedData->removeCount] = &actor; bufferedData->removeCount++; markUpdated(BF_REMOVE_ACTOR); } //Update pvd status if not buffer OR the actor release while aggregate is already in scene if(!isBufferingSpecial(state) || ((actorState == ControlState::eIN_SCENE || actorState == ControlState::eREMOVE_PENDING ) && state != ControlState::eINSERT_PENDING && !reinsert)) { PvdDetachActorFromAggregate( this, &actor ); PvdUpdateProperties( this ); } }