// 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. #ifndef PX_PHYSICS_SCP_ACTOR_SIM #define PX_PHYSICS_SCP_ACTOR_SIM #include "PsUserAllocated.h" #include "CmPhysXCommon.h" #include "CmUtils.h" #include "PxActor.h" #include "ScInteractionFlags.h" #include "ScActorCore.h" namespace physx { class PxActor; namespace Sc { class Interaction; class ElementSim; class ActorSim : public Ps::UserAllocated { friend class Scene; // the scene is allowed to set the scene array index friend class Interaction; PX_NOCOPY(ActorSim) public: enum ActivityChangeInfoFlag { AS_PART_OF_CREATION = (1 << 0), AS_PART_OF_ISLAND_GEN = (1 << 1) }; ActorSim(Scene&, ActorCore&); virtual ~ActorSim(); // Get the scene the actor resides in PX_FORCE_INLINE Scene& getScene() const { return mScene; } // Get the number of interactions connected to the actor PX_FORCE_INLINE PxU32 getActorInteractionCount() const { return mInteractions.size(); } // Prepares the actor for less than n interactions void setInteractionCountHint(PxU32 n) { mInteractions.reserve(n, *this); } // Get an iterator to the interactions connected to the actor PX_FORCE_INLINE Interaction** getActorInteractions() const { return mInteractions.begin(); } // Get first element in the actor (linked list) PX_FORCE_INLINE ElementSim* getElements_() { return mFirstElement; } PX_FORCE_INLINE const ElementSim* getElements_() const { return mFirstElement; } // Get the type ID of the actor PX_FORCE_INLINE PxActorType::Enum getActorType() const { return mCore.getActorCoreType(); } // Returns true if the actor is a dynamic rigid body (including articulation links) PX_FORCE_INLINE bool isDynamicRigid() const { const PxActorType::Enum type = getActorType(); return type == PxActorType::eRIGID_DYNAMIC || type == PxActorType::eARTICULATION_LINK; } void onElementAttach(ElementSim& element); void onElementDetach(ElementSim& element); virtual void postActorFlagChange(PxU32, PxU32) {} void postDominanceGroupChange(); void setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim* other, PxU8 interactionFlag); PX_FORCE_INLINE ActorCore& getActorCore() const { return mCore; } private: //These are called from interaction creation/destruction void registerInteraction(Interaction* interaction); void unregisterInteraction(Interaction* interaction); void reallocInteractions(Sc::Interaction**& mem, PxU32& capacity, PxU32 size, PxU32 requiredMinCapacity); protected: // dsequeira: interaction arrays are a major cause of small allocations, so we don't want to delegate them to the heap allocator // it's not clear this inline array is really needed, we should take it out and see whether the cache perf is worse static const PxU32 INLINE_INTERACTION_CAPACITY = 4; Interaction* mInlineInteractionMem[INLINE_INTERACTION_CAPACITY]; Cm::OwnedArray mInteractions; ElementSim* mFirstElement; Scene& mScene; ActorCore& mCore; }; } // namespace Sc } #endif