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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) 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.
#ifndef PX_PHYSICS_NP_ACTOR
#define PX_PHYSICS_NP_ACTOR
#include "NpConnector.h"
#include "ScbActor.h" // DM: without this inclusion PVD-diabled android build fails, lacking Scb::Actor definition
namespace physx
{
class NpShapeManager;
class NpAggregate;
class NpScene;
class NpShape;
class NpActor
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format. See comments for
// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================
// We sometimes pass in the PxActor here even though it's always a base class
// of the objects which inherit from this class too. But passing
// context to functions which need it allows this to be purely a mixin containing shared
// utility code rather than an abstract base class.
public:
// PX_SERIALIZATION
NpActor(const PxEMPTY) {}
void exportExtraData(PxSerializationContext& stream);
void importExtraData(PxDeserializationContext& context);
void resolveReferences(PxDeserializationContext& context);
static void getBinaryMetaData(PxOutputStream& stream);
//~PX_SERIALIZATION
NpActor(const char* name);
void releaseConstraints(PxRigidActor& owner);
void release(PxActor& owner);
NpAggregate* getNpAggregate(PxU32& index) const;
void setAggregate(NpAggregate* np, PxActor& owner);
PxAggregate* getAggregate() const;
void removeConstraintsFromScene();
PX_FORCE_INLINE void addConstraintsToScene() // inline the fast path for addActors()
{
if(mConnectorArray)
addConstraintsToSceneInternal();
}
PX_FORCE_INLINE NpConnectorArray** getConnectorArrayAddress() { return &mConnectorArray;}
PxU32 findConnector(NpConnectorType::Enum type, PxBase* object) const;
void addConnector(NpConnectorType::Enum type, PxBase* object, const char* errMsg);
void removeConnector(PxActor& owner, NpConnectorType::Enum type, PxBase* object, const char* errorMsg);
PxU32 getNbConnectors(NpConnectorType::Enum type) const;
static NpShapeManager* getShapeManager(PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this
static const NpShapeManager* getShapeManager(const PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this
static void getGlobalPose(PxTransform& globalPose, const NpShape& shape, const PxRigidActor& actor);
static void getGlobalPose(PxTransform& globalPose, const Scb::Shape& scbShape, const Scb::Actor& scbActor);
static NpActor& getFromPxActor(PxActor& actor) { return *Ps::pointerOffset<NpActor*>(&actor, ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); }
static const NpActor& getFromPxActor(const PxActor& actor) { return *Ps::pointerOffset<const NpActor*>(&actor, ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); }
static Scb::Actor& getScbFromPxActor(PxActor& actor) { return *Ps::pointerOffset<Scb::Actor*>(&actor, ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); }
static const Scb::Actor& getScbFromPxActor(const PxActor& actor) { return *Ps::pointerOffset<const Scb::Actor*>(&actor, ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); }
static NpScene* getAPIScene(const PxActor& actor); // the scene the user thinks the actor is in
static NpScene* getOwnerScene(const PxActor& actor); // the scene the user thinks the actor is in, or from which the actor is pending removal
PX_FORCE_INLINE NpConnectorIterator getConnectorIterator(NpConnectorType::Enum type)
{
if (mConnectorArray)
return NpConnectorIterator(&mConnectorArray->front(), mConnectorArray->size(), type);
else
return NpConnectorIterator(NULL, 0, type);
}
// a couple of methods that sever include dependencies in NpActor.h
static void onActorRelease(PxActor* actor);
template<typename T>
PxU32 getConnectors(NpConnectorType::Enum type, T** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const
{
PxU32 nbConnectors = 0;
if(mConnectorArray)
{
for(PxU32 i=0; i < mConnectorArray->size(); i++)
{
NpConnector& c = (*mConnectorArray)[i];
if (c.mType == type && nbConnectors < bufferSize && i>=startIndex)
{
userBuffer[nbConnectors] = static_cast<T*>(c.mObject);
nbConnectors++;
}
}
}
return nbConnectors;
}
protected:
~NpActor();
const char* mName;
// Lazy-create array for connector objects like constraints, observers, ...
// Most actors have no such objects, so we bias this class accordingly:
NpConnectorArray* mConnectorArray;
private:
void addConstraintsToSceneInternal();
void removeConnector(PxActor& owner, PxU32 index);
struct Offsets
{
size_t pxActorToNpActor[PxConcreteType::ePHYSX_CORE_COUNT];
size_t pxActorToScbActor[PxConcreteType::ePHYSX_CORE_COUNT];
Offsets();
};
public:
static const Offsets sOffsets;
};
}
#endif
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