// // 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 "ScActorCore.h" #include "ScActorSim.h" #include "ScShapeIterator.h" #include "ScShapeCore.h" #include "ScShapeSim.h" #include "ScBodySim.h" using namespace physx; Sc::ActorCore::ActorCore(PxActorType::Enum actorType, PxU8 actorFlags, PxClientID owner, PxU8 behavior, PxDominanceGroup dominanceGroup) : mSim (NULL), mAggregateIDOwnerClient ((PxU32(owner)<<24)|0x00ffffff), mActorFlags (actorFlags), mActorType (PxU8(actorType)), mClientBehaviorFlags (behavior), mDominanceGroup (dominanceGroup) { PX_ASSERT((actorType & 0xff) == actorType); } Sc::ActorCore::~ActorCore() { } void Sc::ActorCore::setActorFlags(PxActorFlags af) { const PxActorFlags old = mActorFlags; if(af!=old) { mActorFlags = af; if(mSim) mSim->postActorFlagChange(old, af); } } void Sc::ActorCore::setDominanceGroup(PxDominanceGroup g) { PX_ASSERT(g<128); mDominanceGroup = g; if(mSim) mSim->postDominanceGroupChange(); } void Sc::ActorCore::reinsertShapes() { PX_ASSERT(mSim); if(!mSim) return; ShapeSim* sim = NULL; for (ShapeIterator shapeIterator(*mSim); NULL != (sim = shapeIterator.getNext()); ) sim->reinsertBroadPhase(); }