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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and 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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// 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.
#include "ScbShape.h"
using namespace physx;
bool Scb::Shape::setMaterialsHelper(PxMaterial* const* materials, PxU16 materialCount)
{
PX_ASSERT(!isBuffering());
if(materialCount == 1)
{
PxU16 materialIndex = Ps::to16((static_cast<NpMaterial*>(materials[0]))->getHandle());
mShape.setMaterialIndices(&materialIndex, 1);
}
else
{
PX_ASSERT(materialCount > 1);
PX_ALLOCA(materialIndices, PxU16, materialCount);
if(materialIndices)
{
NpMaterial::getMaterialIndices(materials, materialIndices, materialCount);
mShape.setMaterialIndices(materialIndices, materialCount);
}
else
{
Ps::getFoundation().error(PxErrorCode::eOUT_OF_MEMORY, __FILE__, __LINE__,
"PxShape::setMaterials() failed. Out of memory. Call will be ignored.");
return false;
}
}
Scb::Scene* sc = getScbScene();
if(sc)
sc->getScScene().notifyNphaseOnUpdateShapeMaterial(mShape);
return true;
}
void Scb::Shape::syncState()
{
const PxU32 flags = getBufferFlags();
if(flags)
{
const PxShapeFlags oldShapeFlags = mShape.getFlags();
const Scb::ShapeBuffer& buffer = *getBufferedData();
Scb::Scene* scbScene = getScbScene(); // PT: can be NULL. See e.g. RbShapeTest.ReleaseShapeWithPendingUpdate UT.
if(flags & Buf::BF_Geometry)
{
if(scbScene)
scbScene->getScScene().unregisterShapeFromNphase(mShape);
mShape.setGeometry(buffer.geometry.getGeometry());
if(scbScene)
scbScene->getScScene().registerShapeInNphase(mShape);
#if PX_SUPPORT_PVD
if(getControlState() == ControlState::eIN_SCENE)
{
PX_ASSERT(scbScene);
scbScene->getScenePvdClient().releaseAndRecreateGeometry(this);
}
#endif
}
if(flags & Buf::BF_Material)
{
// PT: not sure if this is correct. Added the check for PX-800 but "getMaterialBuffer" doesn't always need the scene pointer...
if(scbScene)
{
const PxU16* materialIndices = getMaterialBuffer(*scbScene, buffer);
mShape.setMaterialIndices(materialIndices, buffer.materialCount);
scbScene->getScScene().notifyNphaseOnUpdateShapeMaterial(mShape);
}
UPDATE_PVD_MATERIALS()
// TODO: So far we did not bother to fail gracefully in the case of running out of memory. If that should change then this
// method is somewhat problematic. The material ref counters have been adjusted at the time when the public API was called.
// Could be that one of the old materials was deleted afterwards. The problem now is what to do if this method fails?
// We can't adjust the material ref counts any longer since some of the old materials might have been deleted.
// One solution could be that this class allocates an array of material pointers when the buffered method is called.
// This array is then passed into the core object and is used by the core object, i.e., the core object does not allocate the
// buffer itself.
}
flush<Buf::BF_Shape2Actor>(buffer);
flush<Buf::BF_SimulationFilterData>(buffer);
if(isBuffered(Buf::BF_ContactOffset))
mShape.setContactOffset(buffer.mContactOffset);
flush<Buf::BF_RestOffset>(buffer);
flush<Buf::BF_Flags>(buffer);
Sc::RigidCore* scRigidCore = NpShapeGetScRigidObjectFromScbSLOW(*this);
if(scRigidCore) // may be NULL for exclusive shapes because of pending shape updates after buffered release of actor.
scRigidCore->onShapeChange(mShape, Sc::ShapeChangeNotifyFlags(flags), oldShapeFlags, true);
}
postSyncState();
}
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