aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/SimulationController/include/ScActorCore.h
blob: cf6ca7959d8421bb1507932dc6d327cccd6c6ca8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
//
// 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_COLLISION_ACTOR_CORE
#define PX_COLLISION_ACTOR_CORE

#include "PsUserAllocated.h"
#include "CmPhysXCommon.h"
#include "PxMetaData.h"
#include "PxActor.h"

namespace physx
{

class PxActor;

namespace Sc
{

	class Scene;
	class ActorSim;

	class ActorCore : public Ps::UserAllocated
	{
	//= 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.
	//==================================================================================================
	public:
// PX_SERIALIZATION
													ActorCore(const PxEMPTY) :	mSim(NULL), mActorFlags(PxEmpty)
													{
													}
		static			void						getBinaryMetaData(PxOutputStream& stream);
//~PX_SERIALIZATION
													ActorCore(PxActorType::Enum actorType, PxU8 actorFlags, 
															  PxClientID owner, PxU8 behavior, PxDominanceGroup dominanceGroup);
		/*virtual*/									~ActorCore();

		PX_FORCE_INLINE	ActorSim*					getSim()						const	{ return mSim;							}
		PX_FORCE_INLINE	void						setSim(ActorSim* sim)
													{
														PX_ASSERT((sim==NULL) ^ (mSim==NULL));
														mSim = sim;
													}

		PX_FORCE_INLINE	PxActorFlags				getActorFlags()					const	{ return mActorFlags;					}
						void						setActorFlags(PxActorFlags af);

		PX_FORCE_INLINE	PxDominanceGroup			getDominanceGroup()				const
													{
														return PxDominanceGroup(mDominanceGroup);	
													}
						void						setDominanceGroup(PxDominanceGroup g);

		PX_FORCE_INLINE	void						setOwnerClient(PxClientID inId)
													{
														const PxU32 aggid = mAggregateIDOwnerClient & 0x00ffffff;
														mAggregateIDOwnerClient = (PxU32(inId)<<24) | aggid;

													}
		PX_FORCE_INLINE	PxClientID					getOwnerClient()				const
													{
														return mAggregateIDOwnerClient>>24;
													}

		PX_FORCE_INLINE	PxActorClientBehaviorFlags	getClientBehaviorFlags()		const	{ return mClientBehaviorFlags;			}
		PX_FORCE_INLINE	void						setClientBehaviorFlags(PxActorClientBehaviorFlags b)	{ mClientBehaviorFlags = b;	}

		PX_FORCE_INLINE	PxActorType::Enum			getActorCoreType()				const 	{ return PxActorType::Enum(mActorType);	}

						void						reinsertShapes();
// PX_AGGREGATE
		PX_FORCE_INLINE	void						setAggregateID(PxU32 id)
													{
														PX_ASSERT(id==0xffffffff || id<(1<<24));
														const PxU32 ownerClient = mAggregateIDOwnerClient & 0xff000000;
														mAggregateIDOwnerClient = (id & 0x00ffffff) | ownerClient;
													}
		PX_FORCE_INLINE	PxU32						getAggregateID()				const
													{
														const PxU32 id = mAggregateIDOwnerClient & 0x00ffffff;
														return id == 0x00ffffff ? PX_INVALID_U32 : id;
													}
//~PX_AGGREGATE
	private:
						ActorSim*					mSim;						// 
						PxU32						mAggregateIDOwnerClient;	// PxClientID (8bit) | aggregate ID (24bit)
		// PT: TODO: the remaining members could be packed into just a 16bit mask
						PxActorFlags				mActorFlags;				// PxActor's flags (PxU8) => only 4 bits used
						PxU8						mActorType;					// Actor type (8 bits, but 3 would be enough)
						PxActorClientBehaviorFlags	mClientBehaviorFlags;		// PxU8 => only 4 bits used
						PxU8						mDominanceGroup;			// Dominance group (8 bits, but 5 would be enough because "must be < 32")
	};

#if PX_P64_FAMILY
	PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==16);
#else
	PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==12);
#endif

} // namespace Sc

}

//////////////////////////////////////////////////////////////////////////

#endif