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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_RIGIDACTOR_TEMPLATE
#define PX_PHYSICS_NP_RIGIDACTOR_TEMPLATE
#include "NpActorTemplate.h"
#include "NpShapeManager.h"
#include "NpConstraint.h"
#include "NpFactory.h"
// PX_SERIALIZATION
#include "foundation/PxErrors.h"
//~PX_SERIALIZATION
namespace physx
{
template<class APIClass>
class NpRigidActorTemplate : public NpActorTemplate<APIClass>
{
private:
typedef NpActorTemplate<APIClass> ActorTemplateClass;
public:
// PX_SERIALIZATION
NpRigidActorTemplate(PxBaseFlags baseFlags) : ActorTemplateClass(baseFlags), mShapeManager(PxEmpty), mIndex(0xFFFFFFFF) {}
virtual void requiresObjects(PxProcessPxBaseCallback& c);
virtual void exportExtraData(PxSerializationContext& stream);
void importExtraData(PxDeserializationContext& context);
void resolveReferences(PxDeserializationContext& context);
//~PX_SERIALIZATION
virtual ~NpRigidActorTemplate();
//---------------------------------------------------------------------------------
// PxActor implementation
//---------------------------------------------------------------------------------
virtual void release();
// The rule is: If an API method is used somewhere in here, it has to be redeclared, else GCC whines
virtual PxActorType::Enum getType() const = 0;
virtual PxBounds3 getWorldBounds(float inflation=1.01f) const;
virtual void setActorFlag(PxActorFlag::Enum flag, bool value);
virtual void setActorFlags(PxActorFlags inFlags);
//---------------------------------------------------------------------------------
// PxRigidActor implementation
//---------------------------------------------------------------------------------
// Shapes
virtual PxU32 getNbShapes() const;
virtual PxU32 getShapes(PxShape** buffer, PxU32 bufferSize, PxU32 startIndex=0) const;
// Constraint shaders
virtual PxU32 getNbConstraints() const;
virtual PxU32 getConstraints(PxConstraint** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const;
// Multiclient
virtual void setClientBehaviorFlags(PxActorClientBehaviorFlags);
// shared shapes
virtual void attachShape(PxShape& s);
virtual void detachShape(PxShape& s, bool wakeOnLostTouch);
//---------------------------------------------------------------------------------
// Miscellaneous
//---------------------------------------------------------------------------------
NpRigidActorTemplate(PxType concreteType, PxBaseFlags baseFlags);
// not optimal but the template alternative is hardly more readable and perf is not that critical here
virtual void switchToNoSim() { PX_ASSERT(false); }
virtual void switchFromNoSim() { PX_ASSERT(false); }
void releaseShape(NpShape& s);
PX_FORCE_INLINE NpShapeManager& getShapeManager() { return mShapeManager; }
PX_FORCE_INLINE const NpShapeManager& getShapeManager() const { return mShapeManager; }
void updateShaderComs();
PX_FORCE_INLINE PxU32 getRigidActorArrayIndex() const { return mIndex; }
PX_FORCE_INLINE void setRigidActorArrayIndex(const PxU32& index) { mIndex = index; }
bool resetFiltering(Scb::RigidObject& ro, PxShape*const* shapes, PxU32 shapeCount);
#if PX_ENABLE_DEBUG_VISUALIZATION
public:
void visualize(Cm::RenderOutput& out, NpScene* scene);
#endif
protected:
PX_FORCE_INLINE void setActorSimFlag(bool value);
NpShapeManager mShapeManager;
PxU32 mIndex; // index for the NpScene rigid actor array
};
// PX_SERIALIZATION
template<class APIClass>
void NpRigidActorTemplate<APIClass>::requiresObjects(PxProcessPxBaseCallback& c)
{
// export shapes
PxU32 nbShapes = mShapeManager.getNbShapes();
for(PxU32 i=0;i<nbShapes;i++)
{
NpShape* np = mShapeManager.getShapes()[i];
c.process(*np);
}
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::exportExtraData(PxSerializationContext& stream)
{
mShapeManager.exportExtraData(stream);
ActorTemplateClass::exportExtraData(stream);
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::importExtraData(PxDeserializationContext& context)
{
mShapeManager.importExtraData(context);
ActorTemplateClass::importExtraData(context);
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::resolveReferences(PxDeserializationContext& context)
{
const PxU32 nbShapes = mShapeManager.getNbShapes();
NpShape** shapes = const_cast<NpShape**>(mShapeManager.getShapes());
for(PxU32 j=0;j<nbShapes;j++)
{
context.translatePxBase(shapes[j]);
shapes[j]->onActorAttach(*this);
}
ActorTemplateClass::resolveReferences(context);
}
//~PX_SERIALIZATION
template<class APIClass>
NpRigidActorTemplate<APIClass>::NpRigidActorTemplate(PxType concreteType, PxBaseFlags baseFlags)
: ActorTemplateClass(concreteType, baseFlags, NULL, NULL)
{
}
template<class APIClass>
NpRigidActorTemplate<APIClass>::~NpRigidActorTemplate()
{
// TODO: no mechanism for notifying shaders of actor destruction yet
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::release()
{
NpActor::releaseConstraints(*this);
NpScene* scene = NpActor::getAPIScene(*this);
if(mShapeManager.getPruningStructure())
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "PxRigidActor::release: Actor is part of a pruning structure, pruning structure is now invalid!");
mShapeManager.getPruningStructure()->invalidate(this);
}
mShapeManager.detachAll(scene);
// PX_AGGREGATE
ActorTemplateClass::release(); // PT: added for PxAggregate
//~PX_AGGREGATE
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::releaseShape(NpShape& s)
{
// invalidate the pruning structure if the actor bounds changed
if (mShapeManager.getPruningStructure())
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "PxRigidActor::releaseShape: Actor is part of a pruning structure, pruning structure is now invalid!");
mShapeManager.getPruningStructure()->invalidate(this);
}
mShapeManager.detachShape(s, *this);
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::attachShape(PxShape& shape)
{
NP_WRITE_CHECK(NpActor::getOwnerScene(*this));
PX_CHECK_AND_RETURN(!static_cast<NpShape&>(shape).isExclusive() || shape.getActor()==NULL, "PxRigidActor::attachShape: shape must be shared or unowned");
PX_SIMD_GUARD
// invalidate the pruning structure if the actor bounds changed
if (mShapeManager.getPruningStructure())
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "PxRigidActor::attachShape: Actor is part of a pruning structure, pruning structure is now invalid!");
mShapeManager.getPruningStructure()->invalidate(this);
}
mShapeManager.attachShape(static_cast<NpShape&>(shape), *this);
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::detachShape(PxShape& shape, bool wakeOnLostTouch)
{
NP_WRITE_CHECK(NpActor::getOwnerScene(*this));
if (mShapeManager.getPruningStructure())
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "PxRigidActor::detachShape: Actor is part of a pruning structure, pruning structure is now invalid!");
mShapeManager.getPruningStructure()->invalidate(this);
}
if(!mShapeManager.detachShape(static_cast<NpShape&>(shape), *this, wakeOnLostTouch))
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "PxRigidActor::detachShape: shape is not attached to this actor!");
}
}
template<class APIClass>
PxU32 NpRigidActorTemplate<APIClass>::getNbShapes() const
{
NP_READ_CHECK(NpActor::getOwnerScene(*this));
return mShapeManager.getNbShapes();
}
template<class APIClass>
PxU32 NpRigidActorTemplate<APIClass>::getShapes(PxShape** buffer, PxU32 bufferSize, PxU32 startIndex) const
{
NP_READ_CHECK(NpActor::getOwnerScene(*this));
return mShapeManager.getShapes(buffer, bufferSize, startIndex);
}
template<class APIClass>
PxU32 NpRigidActorTemplate<APIClass>::getNbConstraints() const
{
NP_READ_CHECK(NpActor::getOwnerScene(*this));
return ActorTemplateClass::getNbConnectors(NpConnectorType::eConstraint);
}
template<class APIClass>
PxU32 NpRigidActorTemplate<APIClass>::getConstraints(PxConstraint** buffer, PxU32 bufferSize, PxU32 startIndex) const
{
NP_READ_CHECK(NpActor::getOwnerScene(*this));
return ActorTemplateClass::template getConnectors<PxConstraint>(NpConnectorType::eConstraint, buffer, bufferSize, startIndex); // Some people will love me for this one... The syntax is to be standard compliant and
// picky gcc won't compile without it. It is needed if you call a templated member function
// of a templated class
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::setClientBehaviorFlags(PxActorClientBehaviorFlags b)
{
NP_WRITE_CHECK(NpActor::getOwnerScene(*this));
Scb::Actor& scbActor = NpActor::getScbFromPxActor(*this);
if (scbActor.getClientBehaviorFlags() == b)
return;
scbActor.setClientBehaviorFlags(b);
}
template<class APIClass>
PxBounds3 NpRigidActorTemplate<APIClass>::getWorldBounds(float inflation) const
{
NP_READ_CHECK(NpActor::getOwnerScene(*this));
PX_SIMD_GUARD;
const PxBounds3 bounds = mShapeManager.getWorldBounds(*this);
PX_ASSERT(bounds.isValid());
// PT: unfortunately we can't just scale the min/max vectors, we need to go through center/extents.
const PxVec3 center = bounds.getCenter();
const PxVec3 inflatedExtents = bounds.getExtents() * inflation;
return PxBounds3::centerExtents(center, inflatedExtents);
}
template<class APIClass>
PX_FORCE_INLINE void NpRigidActorTemplate<APIClass>::setActorSimFlag(bool value)
{
NpScene* scene = NpActor::getOwnerScene(*this);
PxActorFlags oldFlags = ActorTemplateClass::getActorFlags();
bool hadNoSimFlag = oldFlags.isSet(PxActorFlag::eDISABLE_SIMULATION);
PX_CHECK_AND_RETURN((getType() != PxActorType::eARTICULATION_LINK) || (!value && !hadNoSimFlag), "PxActor::setActorFlag: PxActorFlag::eDISABLE_SIMULATION is only supported by PxRigidDynamic and PxRigidStatic objects.");
if (hadNoSimFlag && (!value))
{
switchFromNoSim();
ActorTemplateClass::setActorFlagsInternal(oldFlags & (~PxActorFlag::eDISABLE_SIMULATION)); // needs to be done before the code below to make sure the latest flags get picked up
if (scene)
NpActor::addConstraintsToScene();
}
else if ((!hadNoSimFlag) && value)
{
if (scene)
NpActor::removeConstraintsFromScene();
ActorTemplateClass::setActorFlagsInternal(oldFlags | PxActorFlag::eDISABLE_SIMULATION);
switchToNoSim();
}
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::setActorFlag(PxActorFlag::Enum flag, bool value)
{
NP_WRITE_CHECK(NpActor::getOwnerScene(*this));
if (flag == PxActorFlag::eDISABLE_SIMULATION)
setActorSimFlag(value);
ActorTemplateClass::setActorFlagInternal(flag, value);
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::setActorFlags(PxActorFlags inFlags)
{
NP_WRITE_CHECK(NpActor::getOwnerScene(*this));
bool noSim = inFlags.isSet(PxActorFlag::eDISABLE_SIMULATION);
setActorSimFlag(noSim);
ActorTemplateClass::setActorFlagsInternal(inFlags);
}
template<class APIClass>
void NpRigidActorTemplate<APIClass>::updateShaderComs()
{
NpConnectorIterator iter = ActorTemplateClass::getConnectorIterator(NpConnectorType::eConstraint);
while (PxBase* ser = iter.getNext())
{
NpConstraint* c = static_cast<NpConstraint*>(ser);
c->comShift(this);
}
}
PX_FORCE_INLINE static void fillResetFilteringShapeList(Scb::RigidObject& ro, Scb::Shape& scb, Scb::Shape** shapes, PxU32& shapeCount)
{
// It is important to filter out shapes that have been added while the simulation was running because for those there is nothing to do.
if (!ro.isBuffered(Scb::RigidObjectBuffer::BF_Shapes) || !ro.isAddedShape(scb))
{
shapes[shapeCount] = &scb;
shapeCount++;
}
}
template<class APIClass>
bool NpRigidActorTemplate<APIClass>::resetFiltering(Scb::RigidObject& ro, PxShape*const* shapes, PxU32 shapeCount)
{
PX_CHECK_AND_RETURN_VAL(!(ro.getActorFlags() & PxActorFlag::eDISABLE_SIMULATION), "PxScene::resetFiltering(): Not allowed if PxActorFlag::eDISABLE_SIMULATION is set!", false);
for(PxU32 i=0; i < shapeCount; i++)
{
#if PX_CHECKED
PxRigidActor* ra = shapes[i]->getActor();
if (ra != this)
{
bool found = false;
if (ra == NULL)
{
NpShape*const* sh = mShapeManager.getShapes();
for(PxU32 j=0; j < mShapeManager.getNbShapes(); j++)
{
if (sh[j] == shapes[i])
{
found = true;
break;
}
}
}
PX_CHECK_AND_RETURN_VAL(found, "PxScene::resetFiltering(): specified shape not in actor!", false);
}
#endif
PX_CHECK_AND_RETURN_VAL(static_cast<NpShape*>(shapes[i])->getScbShape().getFlags() & (PxShapeFlag::eSIMULATION_SHAPE | PxShapeFlag::eTRIGGER_SHAPE), "PxScene::resetFiltering(): specified shapes not of type eSIMULATION_SHAPE or eTRIGGER_SHAPE!", false);
}
PxU32 sCount;
if (shapes)
sCount = shapeCount;
else
sCount = mShapeManager.getNbShapes();
PX_ALLOCA(scbShapes, Scb::Shape*, sCount);
if (scbShapes)
{
if (shapes) // the user specified the shapes
{
PxU32 sAccepted = 0;
for(PxU32 i=0; i < sCount; i++)
{
Scb::Shape& scb = static_cast<NpShape*>(shapes[i])->getScbShape();
fillResetFilteringShapeList(ro, scb, scbShapes, sAccepted);
}
sCount = sAccepted;
}
else // the user just specified the actor and the shapes are taken from the actor
{
NpShape* const* sh = mShapeManager.getShapes();
PxU32 sAccepted = 0;
for(PxU32 i=0; i < sCount; i++)
{
Scb::Shape& scb = sh[i]->getScbShape();
if (scb.getFlags() & (PxShapeFlag::eSIMULATION_SHAPE | PxShapeFlag::eTRIGGER_SHAPE))
{
fillResetFilteringShapeList(ro, scb, scbShapes, sAccepted);
}
}
sCount = sAccepted;
}
if (sCount)
{
ro.resetFiltering(scbShapes, sCount);
}
}
return true;
}
#if PX_ENABLE_DEBUG_VISUALIZATION
template<class APIClass>
void NpRigidActorTemplate<APIClass>::visualize(Cm::RenderOutput& out, NpScene* scene)
{
mShapeManager.visualize(out, scene, *this);
}
#endif // PX_ENABLE_DEBUG_VISUALIZATION
}
#endif
|