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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2026 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef SC_ACTOR_CORE_H
#define SC_ACTOR_CORE_H
#include "foundation/PxBitAndData.h"
#include "PxActor.h"
#define SC_FILTERING_ID_SHIFT_BIT 24
#define SC_FILTERING_ID_MAX (1<<SC_FILTERING_ID_SHIFT_BIT)
#define SC_FILTERING_ID_MASK 0x00ffffff
namespace physx
{
namespace Sc
{
class ActorSim;
class ActorCore
{
public:
// PX_SERIALIZATION
ActorCore(const PxEMPTY) : mSim(NULL), mActorFlags(PxEmpty)
{
}
//~PX_SERIALIZATION
ActorCore(PxActorType::Enum actorType, PxU8 actorFlags, PxClientID owner, PxDominanceGroup dominanceGroup);
~ActorCore();
PX_FORCE_INLINE ActorSim* getSim() const { return mSim; }
PX_FORCE_INLINE void setSim(ActorSim* sim)
{
PX_ASSERT((sim==NULL) ^ (mSim==NULL));
mSim = sim;
}
PX_FORCE_INLINE PxActorFlags getActorFlags() const { return mActorFlags; }
void setActorFlags(PxActorFlags af);
PX_FORCE_INLINE PxDominanceGroup getDominanceGroup() const
{
return PxDominanceGroup(mDominanceGroup);
}
void setDominanceGroup(PxDominanceGroup g);
PX_FORCE_INLINE void setOwnerClient(PxClientID inId)
{
const PxU32 id = mPackedIDs & SC_FILTERING_ID_MASK;
mPackedIDs = (PxU32(inId)<<SC_FILTERING_ID_SHIFT_BIT) | id;
}
PX_FORCE_INLINE PxClientID getOwnerClient() const
{
return mPackedIDs>>SC_FILTERING_ID_SHIFT_BIT;
}
PX_FORCE_INLINE PxActorType::Enum getActorCoreType() const { return PxActorType::Enum(mActorType); }
void reinsertShapes();
void setAggregateID(PxU32 id);
PX_FORCE_INLINE PxU8 hasAggregateID() const { return mDominanceGroup.isBitSet(); }
PX_FORCE_INLINE PxU32 getAggregateID() const
{
if(!hasAggregateID())
return PX_INVALID_U32;
return mPackedIDs & SC_FILTERING_ID_MASK;
}
void setEnvID(PxU32 id);
PX_FORCE_INLINE PxU32 getEnvID() const
{
if(hasAggregateID())
return PX_INVALID_U32;
const PxU32 id = mPackedIDs & SC_FILTERING_ID_MASK;
return id == SC_FILTERING_ID_MASK ? PX_INVALID_U32 : id;
}
private:
ActorSim* mSim;
PxU32 mPackedIDs; // PxClientID (8bit) | aggregate / env ID (24bit)
// PT: TODO: the remaining members could be packed into just a 16bit mask
PxActorFlags mActorFlags; // PxActor's flags (PxU8) => only 4 bits used
PxU8 mActorType; // Actor type (8 bits, but 3 would be enough)
PxBitAndByte mDominanceGroup; // Aggregate bit | dominance group (7 bits, but 5 would be enough because "must be < 32")
PX_FORCE_INLINE void setID(PxU32 id)
{
const PxU32 ownerClient = mPackedIDs & (~SC_FILTERING_ID_MASK);
mPackedIDs = (id & SC_FILTERING_ID_MASK) | ownerClient;
}
PX_FORCE_INLINE void resetID()
{
mPackedIDs |= SC_FILTERING_ID_MASK;
}
};
#if PX_P64_FAMILY
PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==16);
#else
PX_COMPILE_TIME_ASSERT(sizeof(Sc::ActorCore)==12);
#endif
} // namespace Sc
}
//////////////////////////////////////////////////////////////////////////
#endif