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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.
#include "ScActorCore.h"
#include "ScActorSim.h"
#include "ScShapeIterator.h"
#include "ScShapeCore.h"
#include "ScShapeSim.h"
#include "ScBodySim.h"
using namespace physx;
Sc::ActorCore::ActorCore(PxActorType::Enum actorType, PxU8 actorFlags, PxClientID owner, PxU8 behavior, PxDominanceGroup dominanceGroup) :
mSim (NULL),
mAggregateIDOwnerClient ((PxU32(owner)<<24)|0x00ffffff),
mActorFlags (actorFlags),
mActorType (PxU8(actorType)),
mClientBehaviorFlags (behavior),
mDominanceGroup (dominanceGroup)
{
PX_ASSERT((actorType & 0xff) == actorType);
}
Sc::ActorCore::~ActorCore()
{
}
void Sc::ActorCore::setActorFlags(PxActorFlags af)
{
const PxActorFlags old = mActorFlags;
if(af!=old)
{
mActorFlags = af;
if(mSim)
mSim->postActorFlagChange(old, af);
}
}
void Sc::ActorCore::setDominanceGroup(PxDominanceGroup g)
{
PX_ASSERT(g<128);
mDominanceGroup = g;
if(mSim)
mSim->postDominanceGroupChange();
}
void Sc::ActorCore::reinsertShapes()
{
PX_ASSERT(mSim);
if(!mSim)
return;
ShapeSim* sim = NULL;
for (ShapeIterator shapeIterator(*mSim); NULL != (sim = shapeIterator.getNext()); )
sim->reinsertBroadPhase();
}
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