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29
30
31#ifndef PX_PHYSICS_NP_SHAPE
32#define PX_PHYSICS_NP_SHAPE
33
34#include "common/PxMetaData.h"
35#include "PxShape.h"
36#include "buffering/ScbShape.h"
37
38namespace physx
39{
40
41struct NpInternalShapeFlag
42{
43 enum Enum
44 {
45 eEXCLUSIVE = (1<<0)
46 };
47};
48
49/**
50\brief collection of set bits defined in PxShapeFlag.
51
52@see PxShapeFlag
53*/
54typedef PxFlags<NpInternalShapeFlag::Enum,PxU8> NpInternalShapeFlags;
55PX_FLAGS_OPERATORS(NpInternalShapeFlag::Enum,PxU8)
56
57
58class NpScene;
59class NpShapeManager;
60
61namespace Scb
62{
63 class Scene;
64 class RigidObject;
65}
66
67namespace Sc
68{
69 class MaterialCore;
70}
71
72class NpShape : public PxShape, public Ps::UserAllocated, public Cm::RefCountable
73{
74//= ATTENTION! =====================================================================================
75// Changing the data layout of this class breaks the binary serialization format. See comments for
76// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
77// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
78// accordingly.
79//==================================================================================================
80public:
81// PX_SERIALIZATION
82 NpShape(PxBaseFlags baseFlags);
83 void preExportDataReset();
84 virtual void exportExtraData(PxSerializationContext& context);
85 void importExtraData(PxDeserializationContext& context);
86 virtual void requiresObjects(PxProcessPxBaseCallback& c);
87 void resolveReferences(PxDeserializationContext& context);
88 static NpShape* createObject(PxU8*& address, PxDeserializationContext& context);
89 static void getBinaryMetaData(PxOutputStream& stream);
90//~PX_SERIALIZATION
91 NpShape(const PxGeometry& geometry,
92 PxShapeFlags shapeFlags,
93 const PxU16* materialIndices,
94 PxU16 materialCount,
95 bool isExclusive);
96
97 virtual ~NpShape();
98
99 //---------------------------------------------------------------------------------
100 // PxShape implementation
101 //---------------------------------------------------------------------------------
102 virtual void release(); //!< call to release from actor
103 virtual PxU32 getReferenceCount() const;
104 virtual void acquireReference();
105
106 virtual PxGeometryType::Enum getGeometryType() const;
107
108 virtual void setGeometry(const PxGeometry&);
109 virtual PxGeometryHolder getGeometry() const;
110 virtual bool getBoxGeometry(PxBoxGeometry&) const;
111 virtual bool getSphereGeometry(PxSphereGeometry&) const;
112 virtual bool getCapsuleGeometry(PxCapsuleGeometry&) const;
113 virtual bool getPlaneGeometry(PxPlaneGeometry&) const;
114 virtual bool getConvexMeshGeometry(PxConvexMeshGeometry& g) const;
115 virtual bool getTriangleMeshGeometry(PxTriangleMeshGeometry& g) const;
116 virtual bool getHeightFieldGeometry(PxHeightFieldGeometry& g) const;
117
118 virtual PxRigidActor* getActor() const;
119
120 virtual void setLocalPose(const PxTransform& pose);
121 virtual PxTransform getLocalPose() const;
122
123 virtual void setSimulationFilterData(const PxFilterData& data);
124 virtual PxFilterData getSimulationFilterData() const;
125 virtual void setQueryFilterData(const PxFilterData& data);
126 virtual PxFilterData getQueryFilterData() const;
127
128 virtual void setMaterials(PxMaterial*const* materials, PxU16 materialCount);
129 virtual PxU16 getNbMaterials() const;
130 virtual PxU32 getMaterials(PxMaterial** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const;
131 virtual PxMaterial* getMaterialFromInternalFaceIndex(PxU32 faceIndex) const;
132
133 virtual void setContactOffset(PxReal);
134 virtual PxReal getContactOffset() const;
135
136 virtual void setRestOffset(PxReal);
137 virtual PxReal getRestOffset() const;
138
139 virtual void setTorsionalPatchRadius(PxReal);
140 virtual PxReal getTorsionalPatchRadius() const;
141
142 virtual void setMinTorsionalPatchRadius(PxReal);
143 virtual PxReal getMinTorsionalPatchRadius() const;
144
145 virtual void setFlag(PxShapeFlag::Enum flag, bool value);
146 virtual void setFlags( PxShapeFlags inFlags );
147 virtual PxShapeFlags getFlags() const;
148
149 virtual bool isExclusive() const;
150
151 virtual void setName(const char* debugName);
152 virtual const char* getName() const;
153
154 //---------------------------------------------------------------------------------
155 // RefCountable implementation
156 //---------------------------------------------------------------------------------
157
158 // Ref counting for shapes works like this:
159 // * for exclusive shapes the actor has a counted reference
160 // * for shared shapes, each actor has a counted reference, and the user has a counted reference
161 // * for either kind, each instance of the shape in a scene (i.e. each shapeSim) causes the reference count to be incremented by 1.
162 // Because these semantics aren't clear to users, this reference count should not be exposed in the API
163
164 virtual void onRefCountZero();
165
166 //---------------------------------------------------------------------------------
167 // Miscellaneous
168 //---------------------------------------------------------------------------------
169
170 void setFlagsInternal( PxShapeFlags inFlags );
171
172 PX_FORCE_INLINE PxShapeFlags getFlagsFast() const { return mShape.getFlags(); }
173 PX_FORCE_INLINE PxShapeFlags getFlagsUnbuffered() const { return mShape.getScShape().getFlags(); }
174 PX_FORCE_INLINE PxGeometryType::Enum getGeometryTypeFast() const { return mShape.getGeometryType(); }
175 PX_FORCE_INLINE const Gu::GeometryUnion& getGeometryFast() const { return mShape.getGeometryUnion(); }
176 PX_FORCE_INLINE const PxTransform& getLocalPoseFast() const { return mShape.getShape2Actor(); }
177 PX_FORCE_INLINE PxU32 getActorCount() const { return PxU32(mExclusiveAndActorCount & ACTOR_COUNT_MASK); }
178 PX_FORCE_INLINE PxI32 isExclusiveFast() const { return mExclusiveAndActorCount & EXCLUSIVE_MASK; }
179
180 PX_FORCE_INLINE const PxFilterData& getQueryFilterDataFast() const
181 {
182 return mShape.getScShape().getQueryFilterData(); // PT: this one doesn't need double-buffering
183 }
184
185 PX_FORCE_INLINE const Scb::Shape& getScbShape() const { return mShape; }
186 PX_FORCE_INLINE Scb::Shape& getScbShape() { return mShape; }
187 static PX_FORCE_INLINE size_t getScbShapeOffset() { return PX_OFFSET_OF_RT(NpShape, mShape); }
188
189 PX_INLINE PxMaterial* getMaterial(PxU32 index) const { return mShape.getMaterial(index); }
190 static bool checkMaterialSetup(const PxGeometry& geom, const char* errorMsgPrefix, PxMaterial*const* materials, PxU16 materialCount);
191
192 void onActorAttach(PxRigidActor& actor);
193 void onActorDetach();
194
195 // These methods are used only for sync'ing, and may only be called on exclusive shapes since only exclusive shapes have buffering
196 Sc::RigidCore& getScRigidObjectExclusive() const;
197 void releaseInternal();
198
199 NpScene* getOwnerScene() const; // same distinctions as for NpActor
200private:
201 NpScene* getAPIScene() const;
202
203 void incMeshRefCount();
204 void decMeshRefCount();
205 Cm::RefCountable* getMeshRefCountable();
206 bool isWritable();
207 void updateSQ(const char* errorMessage);
208
209 PxRigidActor* mActor; // Auto-resolving refs breaks DLL loading for some reason
210 Scb::Shape mShape;
211 const char* mName;
212
213 static const PxI32 EXCLUSIVE_MASK = 0x80000000;
214 static const PxI32 ACTOR_COUNT_MASK = 0x7fffffff;
215
216 volatile PxI32 mExclusiveAndActorCount;
217};
218
219}
220
221#endif
222

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