| 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_NP_ACTOR |
| 32 | #define PX_PHYSICS_NP_ACTOR |
| 33 | |
| 34 | #include "NpConnector.h" |
| 35 | #include "ScbActor.h" // DM: without this inclusion PVD-diabled android build fails, lacking Scb::Actor definition |
| 36 | |
| 37 | namespace physx |
| 38 | { |
| 39 | class NpShapeManager; |
| 40 | class NpAggregate; |
| 41 | class NpScene; |
| 42 | class NpShape; |
| 43 | |
| 44 | class NpActor |
| 45 | { |
| 46 | //= ATTENTION! ===================================================================================== |
| 47 | // Changing the data layout of this class breaks the binary serialization format. See comments for |
| 48 | // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData |
| 49 | // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION |
| 50 | // accordingly. |
| 51 | //================================================================================================== |
| 52 | |
| 53 | // We sometimes pass in the PxActor here even though it's always a base class |
| 54 | // of the objects which inherit from this class too. But passing |
| 55 | // context to functions which need it allows this to be purely a mixin containing shared |
| 56 | // utility code rather than an abstract base class. |
| 57 | |
| 58 | public: |
| 59 | // PX_SERIALIZATION |
| 60 | NpActor(const PxEMPTY) {} |
| 61 | |
| 62 | void (PxSerializationContext& stream); |
| 63 | void (PxDeserializationContext& context); |
| 64 | void resolveReferences(PxDeserializationContext& context); |
| 65 | static void getBinaryMetaData(PxOutputStream& stream); |
| 66 | //~PX_SERIALIZATION |
| 67 | NpActor(const char* name); |
| 68 | |
| 69 | void releaseConstraints(PxRigidActor& owner); |
| 70 | void release(PxActor& owner); |
| 71 | |
| 72 | NpAggregate* getNpAggregate(PxU32& index) const; |
| 73 | void setAggregate(NpAggregate* np, PxActor& owner); |
| 74 | PxAggregate* getAggregate() const; |
| 75 | |
| 76 | void removeConstraintsFromScene(); |
| 77 | PX_FORCE_INLINE void addConstraintsToScene() // inline the fast path for addActors() |
| 78 | { |
| 79 | if(mConnectorArray) |
| 80 | addConstraintsToSceneInternal(); |
| 81 | } |
| 82 | |
| 83 | PX_FORCE_INLINE NpConnectorArray** getConnectorArrayAddress() { return &mConnectorArray;} |
| 84 | PxU32 findConnector(NpConnectorType::Enum type, PxBase* object) const; |
| 85 | void addConnector(NpConnectorType::Enum type, PxBase* object, const char* errMsg); |
| 86 | void removeConnector(PxActor& owner, NpConnectorType::Enum type, PxBase* object, const char* errorMsg); |
| 87 | PxU32 getNbConnectors(NpConnectorType::Enum type) const; |
| 88 | |
| 89 | static NpShapeManager* getShapeManager(PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this |
| 90 | static const NpShapeManager* getShapeManager(const PxRigidActor& actor); // bit misplaced here, but we don't want a separate subclass just for this |
| 91 | |
| 92 | static void getGlobalPose(PxTransform& globalPose, const NpShape& shape, const PxRigidActor& actor); |
| 93 | static void getGlobalPose(PxTransform& globalPose, const Scb::Shape& scbShape, const Scb::Actor& scbActor); |
| 94 | |
| 95 | static NpActor& getFromPxActor(PxActor& actor) { return *Ps::pointerOffset<NpActor*>(p: &actor, offset: ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); } |
| 96 | static const NpActor& getFromPxActor(const PxActor& actor) { return *Ps::pointerOffset<const NpActor*>(p: &actor, offset: ptrdiff_t(sOffsets.pxActorToNpActor[actor.getConcreteType()])); } |
| 97 | |
| 98 | static Scb::Actor& getScbFromPxActor(PxActor& actor) { return *Ps::pointerOffset<Scb::Actor*>(p: &actor, offset: ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); } |
| 99 | static const Scb::Actor& getScbFromPxActor(const PxActor& actor) { return *Ps::pointerOffset<const Scb::Actor*>(p: &actor, offset: ptrdiff_t(sOffsets.pxActorToScbActor[actor.getConcreteType()])); } |
| 100 | |
| 101 | static NpScene* getAPIScene(const PxActor& actor); // the scene the user thinks the actor is in |
| 102 | static NpScene* getOwnerScene(const PxActor& actor); // the scene the user thinks the actor is in, or from which the actor is pending removal |
| 103 | |
| 104 | PX_FORCE_INLINE NpConnectorIterator getConnectorIterator(NpConnectorType::Enum type) |
| 105 | { |
| 106 | if (mConnectorArray) |
| 107 | return NpConnectorIterator(&mConnectorArray->front(), mConnectorArray->size(), type); |
| 108 | else |
| 109 | return NpConnectorIterator(NULL, 0, type); |
| 110 | } |
| 111 | |
| 112 | // a couple of methods that sever include dependencies in NpActor.h |
| 113 | |
| 114 | static void onActorRelease(PxActor* actor); |
| 115 | |
| 116 | |
| 117 | |
| 118 | template<typename T> |
| 119 | PxU32 getConnectors(NpConnectorType::Enum type, T** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const |
| 120 | { |
| 121 | PxU32 nbConnectors = 0; |
| 122 | PxU32 virtualIndex = 0; |
| 123 | |
| 124 | if(mConnectorArray) |
| 125 | { |
| 126 | for(PxU32 i=0; i < mConnectorArray->size(); i++) |
| 127 | { |
| 128 | NpConnector& c = (*mConnectorArray)[i]; |
| 129 | if (c.mType == type && nbConnectors < bufferSize) |
| 130 | { |
| 131 | if (virtualIndex++ >= startIndex) |
| 132 | { |
| 133 | userBuffer[nbConnectors] = static_cast<T*>(c.mObject); |
| 134 | nbConnectors++; |
| 135 | } |
| 136 | } |
| 137 | } |
| 138 | } |
| 139 | |
| 140 | return nbConnectors; |
| 141 | } |
| 142 | |
| 143 | protected: |
| 144 | ~NpActor(); |
| 145 | const char* mName; |
| 146 | // Lazy-create array for connector objects like constraints, observers, ... |
| 147 | // Most actors have no such objects, so we bias this class accordingly: |
| 148 | NpConnectorArray* mConnectorArray; |
| 149 | |
| 150 | private: |
| 151 | void addConstraintsToSceneInternal(); |
| 152 | void removeConnector(PxActor& owner, PxU32 index); |
| 153 | struct Offsets |
| 154 | { |
| 155 | size_t pxActorToNpActor[PxConcreteType::ePHYSX_CORE_COUNT]; |
| 156 | size_t pxActorToScbActor[PxConcreteType::ePHYSX_CORE_COUNT]; |
| 157 | Offsets(); |
| 158 | }; |
| 159 | public: |
| 160 | static const Offsets sOffsets; |
| 161 | }; |
| 162 | |
| 163 | |
| 164 | |
| 165 | } |
| 166 | |
| 167 | #endif |
| 168 | |