// // 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 "ScbShape.h" using namespace physx; bool Scb::Shape::setMaterialsHelper(PxMaterial* const* materials, PxU16 materialCount) { PX_ASSERT(!isBuffering()); if(materialCount == 1) { PxU16 materialIndex = Ps::to16((static_cast(materials[0]))->getHandle()); mShape.setMaterialIndices(&materialIndex, 1); } else { PX_ASSERT(materialCount > 1); PX_ALLOCA(materialIndices, PxU16, materialCount); if(materialIndices) { NpMaterial::getMaterialIndices(materials, materialIndices, materialCount); mShape.setMaterialIndices(materialIndices, materialCount); } else { Ps::getFoundation().error(PxErrorCode::eOUT_OF_MEMORY, __FILE__, __LINE__, "PxShape::setMaterials() failed. Out of memory. Call will be ignored."); return false; } } Scb::Scene* sc = getScbScene(); if(sc) sc->getScScene().notifyNphaseOnUpdateShapeMaterial(mShape); return true; } void Scb::Shape::syncState() { const PxU32 flags = getBufferFlags(); if(flags) { const PxShapeFlags oldShapeFlags = mShape.getFlags(); const Scb::ShapeBuffer& buffer = *getBufferedData(); Scb::Scene* scbScene = getScbScene(); // PT: can be NULL. See e.g. RbShapeTest.ReleaseShapeWithPendingUpdate UT. if(flags & Buf::BF_Geometry) { if(scbScene) scbScene->getScScene().unregisterShapeFromNphase(mShape); mShape.setGeometry(buffer.geometry.getGeometry()); if(scbScene) scbScene->getScScene().registerShapeInNphase(mShape); #if PX_SUPPORT_PVD if(getControlState() == ControlState::eIN_SCENE) { PX_ASSERT(scbScene); scbScene->getScenePvdClient().releaseAndRecreateGeometry(this); } #endif } if(flags & Buf::BF_Material) { // PT: not sure if this is correct. Added the check for PX-800 but "getMaterialBuffer" doesn't always need the scene pointer... if(scbScene) { const PxU16* materialIndices = getMaterialBuffer(*scbScene, buffer); mShape.setMaterialIndices(materialIndices, buffer.materialCount); scbScene->getScScene().notifyNphaseOnUpdateShapeMaterial(mShape); } UPDATE_PVD_MATERIALS() // TODO: So far we did not bother to fail gracefully in the case of running out of memory. If that should change then this // method is somewhat problematic. The material ref counters have been adjusted at the time when the public API was called. // Could be that one of the old materials was deleted afterwards. The problem now is what to do if this method fails? // We can't adjust the material ref counts any longer since some of the old materials might have been deleted. // One solution could be that this class allocates an array of material pointers when the buffered method is called. // This array is then passed into the core object and is used by the core object, i.e., the core object does not allocate the // buffer itself. } flush(buffer); flush(buffer); flush(buffer); flush(buffer); flush(buffer); Sc::RigidCore* scRigidCore = NpShapeGetScRigidObjectFromScbSLOW(*this); if(scRigidCore) // may be NULL for exclusive shapes because of pending shape updates after buffered release of actor. scRigidCore->onShapeChange(mShape, Sc::ShapeChangeNotifyFlags(flags), oldShapeFlags, true); } postSyncState(); }