| 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_COLLISION_ACTOR_CORE |
| 32 | #define PX_COLLISION_ACTOR_CORE |
| 33 | |
| 34 | #include "common/PxMetaData.h" |
| 35 | #include "PxActor.h" |
| 36 | #include "PsUserAllocated.h" |
| 37 | #include "CmPhysXCommon.h" |
| 38 | |
| 39 | namespace physx |
| 40 | { |
| 41 | |
| 42 | class PxActor; |
| 43 | |
| 44 | namespace Sc |
| 45 | { |
| 46 | |
| 47 | class Scene; |
| 48 | class ActorSim; |
| 49 | |
| 50 | class ActorCore : public Ps::UserAllocated |
| 51 | { |
| 52 | //= ATTENTION! ===================================================================================== |
| 53 | // Changing the data layout of this class breaks the binary serialization format. See comments for |
| 54 | // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData |
| 55 | // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION |
| 56 | // accordingly. |
| 57 | //================================================================================================== |
| 58 | public: |
| 59 | // PX_SERIALIZATION |
| 60 | ActorCore(const PxEMPTY) : mSim(NULL), mActorFlags(PxEmpty) |
| 61 | { |
| 62 | } |
| 63 | static void getBinaryMetaData(PxOutputStream& stream); |
| 64 | //~PX_SERIALIZATION |
| 65 | ActorCore(PxActorType::Enum actorType, PxU8 actorFlags, |
| 66 | PxClientID owner, PxDominanceGroup dominanceGroup); |
| 67 | /*virtual*/ ~ActorCore(); |
| 68 | |
| 69 | PX_FORCE_INLINE ActorSim* getSim() const { return mSim; } |
| 70 | PX_FORCE_INLINE void setSim(ActorSim* sim) |
| 71 | { |
| 72 | PX_ASSERT((sim==NULL) ^ (mSim==NULL)); |
| 73 | mSim = sim; |
| 74 | } |
| 75 | |
| 76 | PX_FORCE_INLINE PxActorFlags getActorFlags() const { return mActorFlags; } |
| 77 | void setActorFlags(PxActorFlags af); |
| 78 | |
| 79 | PX_FORCE_INLINE PxDominanceGroup getDominanceGroup() const |
| 80 | { |
| 81 | return PxDominanceGroup(mDominanceGroup); |
| 82 | } |
| 83 | void setDominanceGroup(PxDominanceGroup g); |
| 84 | |
| 85 | PX_FORCE_INLINE void setOwnerClient(PxClientID inId) |
| 86 | { |
| 87 | const PxU32 aggid = mAggregateIDOwnerClient & 0x00ffffff; |
| 88 | mAggregateIDOwnerClient = (PxU32(inId)<<24) | aggid; |
| 89 | } |
| 90 | PX_FORCE_INLINE PxClientID getOwnerClient() const |
| 91 | { |
| 92 | return mAggregateIDOwnerClient>>24; |
| 93 | } |
| 94 | |
| 95 | PX_FORCE_INLINE PxActorType::Enum getActorCoreType() const { return PxActorType::Enum(mActorType); } |
| 96 | |
| 97 | void reinsertShapes(); |
| 98 | |
| 99 | PX_FORCE_INLINE void setAggregateID(PxU32 id) |
| 100 | { |
| 101 | PX_ASSERT(id==0xffffffff || id<(1<<24)); |
| 102 | const PxU32 ownerClient = mAggregateIDOwnerClient & 0xff000000; |
| 103 | mAggregateIDOwnerClient = (id & 0x00ffffff) | ownerClient; |
| 104 | } |
| 105 | PX_FORCE_INLINE PxU32 getAggregateID() const |
| 106 | { |
| 107 | const PxU32 id = mAggregateIDOwnerClient & 0x00ffffff; |
| 108 | return id == 0x00ffffff ? PX_INVALID_U32 : id; |
| 109 | } |
| 110 | private: |
| 111 | ActorSim* mSim; // |
| 112 | PxU32 mAggregateIDOwnerClient; // PxClientID (8bit) | aggregate ID (24bit) |
| 113 | // PT: TODO: the remaining members could be packed into just a 16bit mask |
| 114 | PxActorFlags mActorFlags; // PxActor's flags (PxU8) => only 4 bits used |
| 115 | PxU8 mActorType; // Actor type (8 bits, but 3 would be enough) |
| 116 | PxU8 mDominanceGroup; // Dominance group (8 bits, but 5 would be enough because "must be < 32") |
| 117 | }; |
| 118 | |
| 119 | #if PX_P64_FAMILY |
| 120 | PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==16); |
| 121 | #else |
| 122 | PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==12); |
| 123 | #endif |
| 124 | |
| 125 | } // namespace Sc |
| 126 | |
| 127 | } |
| 128 | |
| 129 | ////////////////////////////////////////////////////////////////////////// |
| 130 | |
| 131 | #endif |
| 132 | |