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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#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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