| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | // |
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. |
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 29 | |
| 30 | |
| 31 | #ifndef PX_PHYSICS_NX_ACTOR |
| 32 | #define PX_PHYSICS_NX_ACTOR |
| 33 | |
| 34 | /** \addtogroup physics |
| 35 | @{ |
| 36 | */ |
| 37 | |
| 38 | #include "PxPhysXConfig.h" |
| 39 | #include "foundation/PxBounds3.h" |
| 40 | #include "PxClient.h" |
| 41 | #include "common/PxBase.h" |
| 42 | |
| 43 | #if !PX_DOXYGEN |
| 44 | namespace physx |
| 45 | { |
| 46 | #endif |
| 47 | |
| 48 | class PxRigidActor; |
| 49 | class PxRigidBody; |
| 50 | class PxRigidStatic; |
| 51 | class PxRigidDynamic; |
| 52 | class PxArticulation; |
| 53 | class PxArticulationLink; |
| 54 | |
| 55 | |
| 56 | /** Group index which allows to specify 1- or 2-way interaction */ |
| 57 | typedef PxU8 PxDominanceGroup; // Must be < 32, PxU8. |
| 58 | |
| 59 | /** |
| 60 | \brief Flags which control the behavior of an actor. |
| 61 | |
| 62 | @see PxActorFlags PxActor PxActor.setActorFlag() PxActor.getActorFlags() |
| 63 | */ |
| 64 | struct PxActorFlag |
| 65 | { |
| 66 | enum Enum |
| 67 | { |
| 68 | /** |
| 69 | \brief Enable debug renderer for this actor |
| 70 | |
| 71 | @see PxScene.getRenderBuffer() PxRenderBuffer PxVisualizationParameter |
| 72 | */ |
| 73 | eVISUALIZATION = (1<<0), |
| 74 | |
| 75 | /** |
| 76 | \brief Disables scene gravity for this actor |
| 77 | */ |
| 78 | eDISABLE_GRAVITY = (1<<1), |
| 79 | |
| 80 | /** |
| 81 | \brief Enables the sending of PxSimulationEventCallback::onWake() and PxSimulationEventCallback::onSleep() notify events |
| 82 | |
| 83 | @see PxSimulationEventCallback::onWake() PxSimulationEventCallback::onSleep() |
| 84 | */ |
| 85 | eSEND_SLEEP_NOTIFIES = (1<<2), |
| 86 | |
| 87 | /** |
| 88 | \brief Disables simulation for the actor. |
| 89 | |
| 90 | \note This is only supported by PxRigidStatic and PxRigidDynamic actors and can be used to reduce the memory footprint when rigid actors are |
| 91 | used for scene queries only. |
| 92 | |
| 93 | \note Setting this flag will remove all constraints attached to the actor from the scene. |
| 94 | |
| 95 | \note If this flag is set, the following calls are forbidden: |
| 96 | \li PxRigidBody: setLinearVelocity(), setAngularVelocity(), addForce(), addTorque(), clearForce(), clearTorque() |
| 97 | \li PxRigidDynamic: setKinematicTarget(), setWakeCounter(), wakeUp(), putToSleep() |
| 98 | |
| 99 | \par <b>Sleeping:</b> |
| 100 | Raising this flag will set all velocities and the wake counter to 0, clear all forces, clear the kinematic target, put the actor |
| 101 | to sleep and wake up all touching actors from the previous frame. |
| 102 | */ |
| 103 | eDISABLE_SIMULATION = (1<<3) |
| 104 | }; |
| 105 | }; |
| 106 | |
| 107 | /** |
| 108 | \brief collection of set bits defined in PxActorFlag. |
| 109 | |
| 110 | @see PxActorFlag |
| 111 | */ |
| 112 | typedef PxFlags<PxActorFlag::Enum,PxU8> PxActorFlags; |
| 113 | PX_FLAGS_OPERATORS(PxActorFlag::Enum,PxU8) |
| 114 | |
| 115 | /** |
| 116 | \brief Identifies each type of actor. |
| 117 | @see PxActor |
| 118 | */ |
| 119 | struct PxActorType |
| 120 | { |
| 121 | enum Enum |
| 122 | { |
| 123 | /** |
| 124 | \brief A static rigid body |
| 125 | @see PxRigidStatic |
| 126 | */ |
| 127 | eRIGID_STATIC, |
| 128 | |
| 129 | /** |
| 130 | \brief A dynamic rigid body |
| 131 | @see PxRigidDynamic |
| 132 | */ |
| 133 | eRIGID_DYNAMIC, |
| 134 | |
| 135 | /** |
| 136 | \brief An articulation link |
| 137 | @see PxArticulationLink |
| 138 | */ |
| 139 | eARTICULATION_LINK, |
| 140 | |
| 141 | //brief internal use only! |
| 142 | eACTOR_COUNT, |
| 143 | |
| 144 | eACTOR_FORCE_DWORD = 0x7fffffff |
| 145 | }; |
| 146 | }; |
| 147 | |
| 148 | /** |
| 149 | \brief PxActor is the base class for the main simulation objects in the physics SDK. |
| 150 | |
| 151 | The actor is owned by and contained in a PxScene. |
| 152 | |
| 153 | */ |
| 154 | class PxActor : public PxBase |
| 155 | { |
| 156 | public: |
| 157 | /** |
| 158 | \brief Deletes the actor. |
| 159 | |
| 160 | Do not keep a reference to the deleted instance. |
| 161 | |
| 162 | If the actor belongs to a #PxAggregate object, it is automatically removed from the aggregate. |
| 163 | |
| 164 | @see PxBase.release(), PxAggregate |
| 165 | */ |
| 166 | virtual void release() = 0; |
| 167 | |
| 168 | /** |
| 169 | \brief Retrieves the type of actor. |
| 170 | |
| 171 | \return The actor type of the actor. |
| 172 | |
| 173 | @see PxActorType |
| 174 | */ |
| 175 | virtual PxActorType::Enum getType() const = 0; |
| 176 | |
| 177 | /** |
| 178 | \brief Retrieves the scene which this actor belongs to. |
| 179 | |
| 180 | \return Owner Scene. NULL if not part of a scene. |
| 181 | |
| 182 | @see PxScene |
| 183 | */ |
| 184 | virtual PxScene* getScene() const = 0; |
| 185 | |
| 186 | // Runtime modifications |
| 187 | |
| 188 | /** |
| 189 | \brief Sets a name string for the object that can be retrieved with getName(). |
| 190 | |
| 191 | This is for debugging and is not used by the SDK. The string is not copied by the SDK, |
| 192 | only the pointer is stored. |
| 193 | |
| 194 | \param[in] name String to set the objects name to. |
| 195 | |
| 196 | <b>Default:</b> NULL |
| 197 | |
| 198 | @see getName() |
| 199 | */ |
| 200 | virtual void setName(const char* name) = 0; |
| 201 | |
| 202 | /** |
| 203 | \brief Retrieves the name string set with setName(). |
| 204 | |
| 205 | \return Name string associated with object. |
| 206 | |
| 207 | @see setName() |
| 208 | */ |
| 209 | virtual const char* getName() const = 0; |
| 210 | |
| 211 | /** |
| 212 | \brief Retrieves the axis aligned bounding box enclosing the actor. |
| 213 | |
| 214 | \param[in] inflation Scale factor for computed world bounds. Box extents are multiplied by this value. |
| 215 | |
| 216 | \return The actor's bounding box. |
| 217 | |
| 218 | @see PxBounds3 |
| 219 | */ |
| 220 | virtual PxBounds3 getWorldBounds(float inflation=1.01f) const = 0; |
| 221 | |
| 222 | /** |
| 223 | \brief Raises or clears a particular actor flag. |
| 224 | |
| 225 | See the list of flags #PxActorFlag |
| 226 | |
| 227 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. |
| 228 | |
| 229 | \param[in] flag The PxActor flag to raise(set) or clear. See #PxActorFlag. |
| 230 | \param[in] value The boolean value to assign to the flag. |
| 231 | |
| 232 | <b>Default:</b> PxActorFlag::eVISUALIZATION |
| 233 | |
| 234 | @see PxActorFlag getActorFlags() |
| 235 | */ |
| 236 | virtual void setActorFlag(PxActorFlag::Enum flag, bool value) = 0; |
| 237 | /** |
| 238 | \brief sets the actor flags |
| 239 | |
| 240 | See the list of flags #PxActorFlag |
| 241 | @see PxActorFlag setActorFlag() |
| 242 | */ |
| 243 | virtual void setActorFlags( PxActorFlags inFlags ) = 0; |
| 244 | |
| 245 | /** |
| 246 | \brief Reads the PxActor flags. |
| 247 | |
| 248 | See the list of flags #PxActorFlag |
| 249 | |
| 250 | \return The values of the PxActor flags. |
| 251 | |
| 252 | @see PxActorFlag setActorFlag() |
| 253 | */ |
| 254 | virtual PxActorFlags getActorFlags() const = 0; |
| 255 | |
| 256 | /** |
| 257 | \brief Assigns dynamic actors a dominance group identifier. |
| 258 | |
| 259 | PxDominanceGroup is a 5 bit group identifier (legal range from 0 to 31). |
| 260 | |
| 261 | The PxScene::setDominanceGroupPair() lets you set certain behaviors for pairs of dominance groups. |
| 262 | By default every dynamic actor is created in group 0. |
| 263 | |
| 264 | <b>Default:</b> 0 |
| 265 | |
| 266 | <b>Sleeping:</b> Changing the dominance group does <b>NOT</b> wake the actor up automatically. |
| 267 | |
| 268 | \param[in] dominanceGroup The dominance group identifier. <b>Range:</b> [0..31] |
| 269 | |
| 270 | @see getDominanceGroup() PxDominanceGroup PxScene::setDominanceGroupPair() |
| 271 | */ |
| 272 | virtual void setDominanceGroup(PxDominanceGroup dominanceGroup) = 0; |
| 273 | |
| 274 | /** |
| 275 | \brief Retrieves the value set with setDominanceGroup(). |
| 276 | |
| 277 | \return The dominance group of this actor. |
| 278 | |
| 279 | @see setDominanceGroup() PxDominanceGroup PxScene::setDominanceGroupPair() |
| 280 | */ |
| 281 | virtual PxDominanceGroup getDominanceGroup() const = 0; |
| 282 | |
| 283 | |
| 284 | /** |
| 285 | \brief Sets the owner client of an actor. |
| 286 | |
| 287 | This cannot be done once the actor has been placed into a scene. |
| 288 | |
| 289 | <b>Default:</b> PX_DEFAULT_CLIENT |
| 290 | |
| 291 | @see PxClientID PxScene::createClient() |
| 292 | */ |
| 293 | virtual void setOwnerClient( PxClientID inClient ) = 0; |
| 294 | |
| 295 | /** |
| 296 | \brief Returns the owner client that was specified with at creation time. |
| 297 | |
| 298 | This value cannot be changed once the object is placed into the scene. |
| 299 | |
| 300 | @see PxClientID PxScene::createClient() |
| 301 | */ |
| 302 | virtual PxClientID getOwnerClient() const = 0; |
| 303 | |
| 304 | /** |
| 305 | \brief Retrieves the aggregate the actor might be a part of. |
| 306 | |
| 307 | \return The aggregate the actor is a part of, or NULL if the actor does not belong to an aggregate. |
| 308 | |
| 309 | @see PxAggregate |
| 310 | */ |
| 311 | virtual PxAggregate* getAggregate() const = 0; |
| 312 | |
| 313 | //public variables: |
| 314 | void* userData; //!< user can assign this to whatever, usually to create a 1:1 relationship with a user object. |
| 315 | |
| 316 | protected: |
| 317 | PX_INLINE PxActor(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags), userData(NULL) {} |
| 318 | PX_INLINE PxActor(PxBaseFlags baseFlags) : PxBase(baseFlags) {} |
| 319 | virtual ~PxActor() {} |
| 320 | virtual bool isKindOf(const char* name) const { return !::strcmp(s1: "PxActor" , s2: name) || PxBase::isKindOf(superClass: name); } |
| 321 | |
| 322 | |
| 323 | }; |
| 324 | |
| 325 | #if !PX_DOXYGEN |
| 326 | } // namespace physx |
| 327 | #endif |
| 328 | |
| 329 | /** @} */ |
| 330 | #endif |
| 331 | |