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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.
#include "Apex.h"
#include "ApexActor.h"
#include "ApexContext.h"
#include "RenderDebugInterface.h"
#include "SceneIntl.h"
#include "PsAtomic.h"
namespace nvidia
{
namespace apex
{
#if UNIQUE_ACTOR_ID
int32_t ApexActor::mUniqueActorIdCounter = 0;
#endif
ApexActor::ApexActor() : mInRelease(false), mEnableDebugVisualization(true)
{
#if UNIQUE_ACTOR_ID
mUniqueActorId = shdfnd::atomicIncrement(&mUniqueActorIdCounter);
#endif
}
ApexActor::~ApexActor()
{
destroy();
}
void ApexActor::addSelfToContext(ApexContext& ctx, ApexActor* actorPtr)
{
ContextTrack t;
t.ctx = &ctx;
t.index = ctx.addActor(*this, actorPtr);
mContexts.pushBack(t);
}
void ApexActor::updateIndex(ApexContext& ctx, uint32_t index)
{
for (uint32_t i = 0 ; i < mContexts.size() ; i++)
{
ContextTrack& t = mContexts[i];
if (t.ctx == &ctx)
{
t.index = index;
break;
}
}
}
bool ApexActor::findSelfInContext(ApexContext& ctx)
{
for (uint32_t i = 0 ; i < mContexts.size() ; i++)
{
ContextTrack& t = mContexts[i];
if (t.ctx == &ctx)
{
return true;
}
}
return false;
}
void ApexActor::destroy()
{
mInRelease = true;
renderDataLock();
for (uint32_t i = 0 ; i < mContexts.size() ; i++)
{
ContextTrack& t = mContexts[i];
t.ctx->removeActorAtIndex(t.index);
}
mContexts.clear();
}
}
} // end namespace nvidia::apex
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