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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
37namespace physx
38{
39 class NpShapeManager;
40 class NpAggregate;
41 class NpScene;
42 class NpShape;
43
44class 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
58public:
59// PX_SERIALIZATION
60 NpActor(const PxEMPTY) {}
61
62 void exportExtraData(PxSerializationContext& stream);
63 void importExtraData(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
118template<typename T>
119PxU32 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
143protected:
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
150private:
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 };
159public:
160 static const Offsets sOffsets;
161};
162
163
164
165}
166
167#endif
168

source code of qtquick3dphysics/src/3rdparty/PhysX/source/physx/src/NpActor.h