// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 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); if(isBuffered(Buf::BF_ContactOffset)) mShape.setContactOffset(buffer.mContactOffset); 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(); }