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//
// 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) 2018 NVIDIA Corporation. All rights reserved.
#ifndef APEX_CONTEXT_H
#define APEX_CONTEXT_H
#include "ApexUsingNamespace.h"
#include "Context.h"
#include "PsMutex.h"
#include "PsArray.h"
#include "PsUserAllocated.h"
#include "ApexRWLockable.h"
namespace nvidia
{
namespace apex
{
class ApexActor;
class ApexRenderableIterator;
class ApexContext
{
public:
ApexContext() : mIterator(NULL) {}
virtual ~ApexContext();
virtual uint32_t addActor(ApexActor& actor, ApexActor* actorPtr = NULL);
virtual void callContextCreationCallbacks(ApexActor* actorPtr);
virtual void callContextDeletionCallbacks(ApexActor* actorPtr);
virtual void removeActorAtIndex(uint32_t index);
void renderLockAllActors();
void renderUnLockAllActors();
void removeAllActors();
RenderableIterator* createRenderableIterator();
void releaseRenderableIterator(RenderableIterator&);
protected:
physx::Array<ApexActor*> mActorArray;
physx::Array<ApexActor*> mActorArrayCallBacks;
nvidia::ReadWriteLock mActorListLock;
ApexRenderableIterator* mIterator;
friend class ApexRenderableIterator;
friend class ApexActor;
};
class ApexRenderableIterator : public RenderableIterator, public ApexRWLockable, public UserAllocated
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
Renderable* getFirst();
Renderable* getNext();
void reset();
void release();
protected:
void destroy();
ApexRenderableIterator(ApexContext&);
virtual ~ApexRenderableIterator() {}
void removeCachedActor(ApexActor&);
ApexContext* ctx;
uint32_t curActor;
ApexActor* mLockedActor;
physx::Array<ApexActor*> mCachedActors;
physx::Array<ApexActor*> mSkippedActors;
friend class ApexContext;
};
}
} // end namespace nvidia::apex
#endif // APEX_CONTEXT_H
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