| 1 | /* |
| 2 | * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. |
| 3 | * |
| 4 | * NVIDIA CORPORATION and its licensors retain all intellectual property |
| 5 | * and proprietary rights in and to this software, related documentation |
| 6 | * and any modifications thereto. Any use, reproduction, disclosure or |
| 7 | * distribution of this software and related documentation without an express |
| 8 | * license agreement from NVIDIA CORPORATION is strictly prohibited. |
| 9 | */ |
| 10 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 11 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 12 | |
| 13 | |
| 14 | #ifndef PX_PHYSICS_NX_ACTOR |
| 15 | #define PX_PHYSICS_NX_ACTOR |
| 16 | |
| 17 | /** \addtogroup physics |
| 18 | @{ |
| 19 | */ |
| 20 | |
| 21 | #include "PxPhysXConfig.h" |
| 22 | #include "foundation/PxBounds3.h" |
| 23 | #include "PxClient.h" |
| 24 | #include "common/PxBase.h" |
| 25 | |
| 26 | #ifndef PX_DOXYGEN |
| 27 | namespace physx |
| 28 | { |
| 29 | #endif |
| 30 | |
| 31 | class PxRigidActor; |
| 32 | class PxRigidBody; |
| 33 | class PxRigidStatic; |
| 34 | class PxRigidDynamic; |
| 35 | class PxParticleBase; |
| 36 | class PxParticleSystem; |
| 37 | class PxParticleFluid; |
| 38 | class PxArticulation; |
| 39 | class PxArticulationLink; |
| 40 | |
| 41 | |
| 42 | /** Group index which allows to specify 1- or 2-way interaction */ |
| 43 | typedef PxU8 PxDominanceGroup; // Must be < 32, PxU8. |
| 44 | |
| 45 | /** |
| 46 | \brief Flags which control the behavior of an actor. |
| 47 | |
| 48 | @see PxActorFlags PxActor PxActor.setActorFlag() PxActor.getActorFlags() |
| 49 | */ |
| 50 | struct PxActorFlag |
| 51 | { |
| 52 | enum Enum |
| 53 | { |
| 54 | /** |
| 55 | \brief Enable debug renderer for this actor |
| 56 | |
| 57 | @see PxScene.getRenderBuffer() PxRenderBuffer PxVisualizationParameter |
| 58 | */ |
| 59 | eVISUALIZATION = (1<<0), |
| 60 | |
| 61 | /** |
| 62 | \brief Disables scene gravity for this actor |
| 63 | */ |
| 64 | eDISABLE_GRAVITY = (1<<1), |
| 65 | |
| 66 | /** |
| 67 | \brief Enables the sending of PxSimulationEventCallback::onWake() and PxSimulationEventCallback::onSleep() notify events |
| 68 | |
| 69 | @see PxSimulationEventCallback::onWake() PxSimulationEventCallback::onSleep() |
| 70 | */ |
| 71 | eSEND_SLEEP_NOTIFIES = (1<<2), |
| 72 | |
| 73 | /** |
| 74 | \brief Disables simulation for the actor. |
| 75 | |
| 76 | \note This is only supported by PxRigidStatic and PxRigidDynamic actors and can be used to reduce the memory footprint when rigid actors are |
| 77 | used for scene queries only. |
| 78 | |
| 79 | \note Setting this flag will remove all constraints attached to the actor from the scene. |
| 80 | |
| 81 | \note If this flag is set, the following calls are forbidden: |
| 82 | \li PxRigidBody: setLinearVelocity(), setAngularVelocity(), addForce(), addTorque(), clearForce(), clearTorque() |
| 83 | \li PxRigidDynamic: setKinematicTarget(), setWakeCounter(), wakeUp(), putToSleep() |
| 84 | |
| 85 | \par <b>Sleeping:</b> |
| 86 | Raising this flag will set all velocities and the wake counter to 0, clear all forces, clear the kinematic target, put the actor |
| 87 | to sleep and wake up all touching actors from the previous frame. |
| 88 | */ |
| 89 | eDISABLE_SIMULATION = (1<<3) |
| 90 | |
| 91 | }; |
| 92 | }; |
| 93 | |
| 94 | /** |
| 95 | \brief collection of set bits defined in PxActorFlag. |
| 96 | |
| 97 | @see PxActorFlag |
| 98 | */ |
| 99 | typedef PxFlags<PxActorFlag::Enum,PxU16> PxActorFlags; |
| 100 | PX_FLAGS_OPERATORS(PxActorFlag::Enum,PxU16) |
| 101 | |
| 102 | /** |
| 103 | \brief Identifies each type of actor. |
| 104 | @see PxActor |
| 105 | */ |
| 106 | struct PxActorType |
| 107 | { |
| 108 | enum Enum |
| 109 | { |
| 110 | /** |
| 111 | \brief A static rigid body |
| 112 | @see PxRigidStatic |
| 113 | */ |
| 114 | eRIGID_STATIC, |
| 115 | |
| 116 | /** |
| 117 | \brief A dynamic rigid body |
| 118 | @see PxRigidDynamic |
| 119 | */ |
| 120 | eRIGID_DYNAMIC, |
| 121 | |
| 122 | #if PX_USE_PARTICLE_SYSTEM_API |
| 123 | /** |
| 124 | \brief A particle system |
| 125 | @see PxParticleSystem |
| 126 | */ |
| 127 | ePARTICLE_SYSTEM, |
| 128 | |
| 129 | /** |
| 130 | \brief A particle fluid |
| 131 | @see PxParticleFluid |
| 132 | */ |
| 133 | ePARTICLE_FLUID, |
| 134 | #endif |
| 135 | |
| 136 | /** |
| 137 | \brief An articulation link |
| 138 | @see PxArticulationLink |
| 139 | */ |
| 140 | eARTICULATION_LINK, |
| 141 | |
| 142 | #if PX_USE_CLOTH_API |
| 143 | /** |
| 144 | \brief A cloth |
| 145 | @see PxCloth |
| 146 | */ |
| 147 | eCLOTH, |
| 148 | #endif |
| 149 | |
| 150 | //brief internal use only! |
| 151 | eACTOR_COUNT, |
| 152 | |
| 153 | eACTOR_FORCE_DWORD = 0x7fffffff |
| 154 | }; |
| 155 | }; |
| 156 | |
| 157 | /** |
| 158 | \brief PxActor is the base class for the main simulation objects in the physics SDK. |
| 159 | |
| 160 | The actor is owned by and contained in a PxScene. |
| 161 | |
| 162 | */ |
| 163 | class PxActor : public PxBase |
| 164 | { |
| 165 | public: |
| 166 | /** |
| 167 | \brief Deletes the actor. |
| 168 | |
| 169 | Do not keep a reference to the deleted instance. |
| 170 | |
| 171 | If the actor belongs to a #PxAggregate object, it is automatically removed from the aggregate. |
| 172 | |
| 173 | @see PxBase.release(), PxAggregate |
| 174 | */ |
| 175 | virtual void release() = 0; |
| 176 | |
| 177 | /** |
| 178 | \brief Retrieves the type of actor. |
| 179 | |
| 180 | \return The actor type of the actor. |
| 181 | |
| 182 | @see PxActorType |
| 183 | */ |
| 184 | virtual PxActorType::Enum getType() const = 0; |
| 185 | |
| 186 | |
| 187 | /** |
| 188 | \deprecated |
| 189 | \brief Attempts to cast to specific actor type. |
| 190 | |
| 191 | \return NULL if the actor is not of the appropriate type. Otherwise a pointer to the specific actor type. |
| 192 | |
| 193 | \note Since PxParticleFluid inherits from PxParticleSystem, calling isParticleSystem() on a PxParticleFluid instance will |
| 194 | succeed and return the upcast to PxParticleSystem. |
| 195 | |
| 196 | @see PxActorType PxRigidActor PxRigidBody PxRigidStatic PxRigidDynamic PxParticleBase PxParticleSystem PxParticleFluid |
| 197 | */ |
| 198 | PX_DEPRECATED PX_INLINE PxRigidStatic* isRigidStatic(); |
| 199 | PX_DEPRECATED PX_INLINE const PxRigidStatic* isRigidStatic() const; |
| 200 | PX_DEPRECATED PX_INLINE PxRigidDynamic* isRigidDynamic(); |
| 201 | PX_DEPRECATED PX_INLINE const PxRigidDynamic* isRigidDynamic() const; |
| 202 | PX_DEPRECATED PX_INLINE PxParticleSystem* isParticleSystem(); |
| 203 | PX_DEPRECATED PX_INLINE const PxParticleSystem* isParticleSystem() const; |
| 204 | PX_DEPRECATED PX_INLINE PxParticleFluid* isParticleFluid(); |
| 205 | PX_DEPRECATED PX_INLINE const PxParticleFluid* isParticleFluid() const; |
| 206 | PX_DEPRECATED PX_INLINE PxArticulationLink* isArticulationLink(); |
| 207 | PX_DEPRECATED PX_INLINE const PxArticulationLink* isArticulationLink() const; |
| 208 | PX_DEPRECATED PX_INLINE PxCloth* isCloth(); |
| 209 | PX_DEPRECATED PX_INLINE const PxCloth* isCloth() const; |
| 210 | |
| 211 | PX_DEPRECATED PX_INLINE PxRigidActor* isRigidActor(); |
| 212 | PX_DEPRECATED PX_INLINE const PxRigidActor* isRigidActor() const; |
| 213 | PX_DEPRECATED PX_INLINE PxRigidBody* isRigidBody(); |
| 214 | PX_DEPRECATED PX_INLINE const PxRigidBody* isRigidBody() const; |
| 215 | PX_DEPRECATED PX_INLINE PxParticleBase* isParticleBase(); |
| 216 | PX_DEPRECATED PX_INLINE const PxParticleBase* isParticleBase() const; |
| 217 | |
| 218 | /** |
| 219 | \brief Retrieves the scene which this actor belongs to. |
| 220 | |
| 221 | \return Owner Scene. NULL if not part of a scene. |
| 222 | |
| 223 | @see PxScene |
| 224 | */ |
| 225 | virtual PxScene* getScene() const = 0; |
| 226 | |
| 227 | // Runtime modifications |
| 228 | |
| 229 | /** |
| 230 | \brief Sets a name string for the object that can be retrieved with getName(). |
| 231 | |
| 232 | This is for debugging and is not used by the SDK. The string is not copied by the SDK, |
| 233 | only the pointer is stored. |
| 234 | |
| 235 | \param[in] name String to set the objects name to. |
| 236 | |
| 237 | <b>Default:</b> NULL |
| 238 | |
| 239 | @see getName() |
| 240 | */ |
| 241 | virtual void setName(const char* name) = 0; |
| 242 | |
| 243 | /** |
| 244 | \brief Retrieves the name string set with setName(). |
| 245 | |
| 246 | \return Name string associated with object. |
| 247 | |
| 248 | @see setName() |
| 249 | */ |
| 250 | virtual const char* getName() const = 0; |
| 251 | |
| 252 | /** |
| 253 | \brief Retrieves the axis aligned bounding box enclosing the actor. |
| 254 | |
| 255 | \param[in] inflation Scale factor for computed world bounds. Box extents are multiplied by this value. |
| 256 | |
| 257 | \return The actor's bounding box. |
| 258 | |
| 259 | @see PxBounds3 |
| 260 | */ |
| 261 | virtual PxBounds3 getWorldBounds(float inflation=1.01f) const = 0; |
| 262 | |
| 263 | /** |
| 264 | \brief Raises or clears a particular actor flag. |
| 265 | |
| 266 | See the list of flags #PxActorFlag |
| 267 | |
| 268 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. |
| 269 | |
| 270 | \param[in] flag The PxActor flag to raise(set) or clear. See #PxActorFlag. |
| 271 | \param[in] value The boolean value to assign to the flag. |
| 272 | |
| 273 | <b>Default:</b> PxActorFlag::eVISUALIZATION |
| 274 | |
| 275 | @see PxActorFlag getActorFlags() |
| 276 | */ |
| 277 | virtual void setActorFlag(PxActorFlag::Enum flag, bool value) = 0; |
| 278 | /** |
| 279 | \brief sets the actor flags |
| 280 | |
| 281 | See the list of flags #PxActorFlag |
| 282 | @see PxActorFlag setActorFlag() |
| 283 | */ |
| 284 | virtual void setActorFlags( PxActorFlags inFlags ) = 0; |
| 285 | |
| 286 | /** |
| 287 | \brief Reads the PxActor flags. |
| 288 | |
| 289 | See the list of flags #PxActorFlag |
| 290 | |
| 291 | \return The values of the PxActor flags. |
| 292 | |
| 293 | @see PxActorFlag setActorFlag() |
| 294 | */ |
| 295 | virtual PxActorFlags getActorFlags() const = 0; |
| 296 | |
| 297 | /** |
| 298 | \brief Assigns dynamic actors a dominance group identifier. |
| 299 | |
| 300 | PxDominanceGroup is a 5 bit group identifier (legal range from 0 to 31). |
| 301 | |
| 302 | The PxScene::setDominanceGroupPair() lets you set certain behaviors for pairs of dominance groups. |
| 303 | By default every dynamic actor is created in group 0. |
| 304 | |
| 305 | <b>Default:</b> 0 |
| 306 | |
| 307 | <b>Sleeping:</b> Changing the dominance group does <b>NOT</b> wake the actor up automatically. |
| 308 | |
| 309 | \param[in] dominanceGroup The dominance group identifier. <b>Range:</b> [0..31] |
| 310 | |
| 311 | @see getDominanceGroup() PxDominanceGroup PxScene::setDominanceGroupPair() |
| 312 | */ |
| 313 | virtual void setDominanceGroup(PxDominanceGroup dominanceGroup) = 0; |
| 314 | |
| 315 | /** |
| 316 | \brief Retrieves the value set with setDominanceGroup(). |
| 317 | |
| 318 | \return The dominance group of this actor. |
| 319 | |
| 320 | @see setDominanceGroup() PxDominanceGroup PxScene::setDominanceGroupPair() |
| 321 | */ |
| 322 | virtual PxDominanceGroup getDominanceGroup() const = 0; |
| 323 | |
| 324 | |
| 325 | /** |
| 326 | \brief Sets the owner client of an actor. |
| 327 | |
| 328 | This cannot be done once the actor has been placed into a scene. |
| 329 | |
| 330 | <b>Default:</b> PX_DEFAULT_CLIENT |
| 331 | |
| 332 | @see PxClientID PxScene::createClient() |
| 333 | */ |
| 334 | virtual void setOwnerClient( PxClientID inClient ) = 0; |
| 335 | |
| 336 | /** |
| 337 | \brief Returns the owner client that was specified with at creation time. |
| 338 | |
| 339 | This value cannot be changed once the object is placed into the scene. |
| 340 | |
| 341 | @see PxClientID PxScene::createClient() |
| 342 | */ |
| 343 | virtual PxClientID getOwnerClient() const = 0; |
| 344 | |
| 345 | /** |
| 346 | \brief Sets the behavior bits of the actor. |
| 347 | |
| 348 | The behavior bits determine which types of events the actor will broadcast to foreign clients. |
| 349 | The actor will always send notice for all possible events to its own owner client. By default |
| 350 | it will not send any events to any other clients. If the user however raises a bit flag for |
| 351 | any event type using this function, that event will then be sent also to any other clients which |
| 352 | are programmed to listed to foreign actor events of that type. |
| 353 | |
| 354 | <b>Default:</b> 0 |
| 355 | |
| 356 | @see PxClientID PxActorClientBehaviorFlag PxScene::setClientBehaviorFlags() |
| 357 | */ |
| 358 | virtual void setClientBehaviorFlags(PxActorClientBehaviorFlags) = 0; |
| 359 | |
| 360 | /** |
| 361 | \brief Retrieves the behavior bits of the actor. |
| 362 | |
| 363 | The behavior bits determine which types of events the actor will broadcast to foreign clients. |
| 364 | |
| 365 | @see PxActorClientBehaviorFlag setClientBehaviorFlags() |
| 366 | */ |
| 367 | virtual PxActorClientBehaviorFlags getClientBehaviorFlags() const = 0; |
| 368 | |
| 369 | /** |
| 370 | \brief Retrieves the aggregate the actor might be a part of. |
| 371 | |
| 372 | \return The aggregate the actor is a part of, or NULL if the actor does not belong to an aggregate. |
| 373 | |
| 374 | @see PxAggregate |
| 375 | */ |
| 376 | virtual PxAggregate* getAggregate() const = 0; |
| 377 | |
| 378 | //public variables: |
| 379 | void* userData; //!< user can assign this to whatever, usually to create a 1:1 relationship with a user object. |
| 380 | |
| 381 | |
| 382 | protected: |
| 383 | PX_INLINE PxActor(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags), userData(NULL) {} |
| 384 | PX_INLINE PxActor(PxBaseFlags baseFlags) : PxBase(baseFlags) {} |
| 385 | virtual ~PxActor() {} |
| 386 | virtual bool isKindOf(const char* name) const { return !strcmp("PxActor" , name) || PxBase::isKindOf(name); } |
| 387 | |
| 388 | |
| 389 | }; |
| 390 | |
| 391 | #ifndef PX_DOXYGEN |
| 392 | } // namespace physx |
| 393 | #endif |
| 394 | |
| 395 | /** @} */ |
| 396 | #endif |
| 397 | |