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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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#ifndef PX_ACTOR_H
#define PX_ACTOR_H

#include "PxPhysXConfig.h"
#include "foundation/PxBounds3.h"
#include "PxClient.h"
#include "common/PxBase.h"

#if !PX_DOXYGEN
namespace physx
{
#endif

class PxRigidActor;
class PxRigidBody;
class PxRigidStatic;
class PxRigidDynamic;
class PxArticulationLink;
class PxScene;

/**
\brief Group index which allows to specify 1- or 2-way interaction
*/
typedef PxU8 PxDominanceGroup;		// Must be < 32, PxU8.

/**
\brief Flags which control the behavior of an actor.

\see PxActorFlags PxActor PxActor.setActorFlag() PxActor.getActorFlags()
*/
struct PxActorFlag
{
	enum Enum
	{
		/**
		\brief Enable debug renderer for this actor

		\see PxScene.getRenderBuffer() PxRenderBuffer PxVisualizationParameter
		*/
		eVISUALIZATION					= (1<<0),

		/**
		\brief Disables scene gravity for this actor
		*/
		eDISABLE_GRAVITY				= (1<<1),

		/**
		\brief Enables the sending of PxSimulationEventCallback::onWake() and PxSimulationEventCallback::onSleep() notify events

		\see PxSimulationEventCallback::onWake() PxSimulationEventCallback::onSleep()
		*/
		eSEND_SLEEP_NOTIFIES			= (1<<2),

		/**
		\brief Disables simulation for the actor.
		
		\note This is only supported by PxRigidStatic and PxRigidDynamic actors and can be used to reduce the memory footprint when rigid actors are
		used for scene queries only.

		\note Setting this flag will remove all constraints attached to the actor from the scene.

		\note If this flag is set, the following calls are forbidden:
		\li PxRigidBody: setLinearVelocity(), setAngularVelocity(), addForce(), addTorque(), clearForce(), clearTorque(), setForceAndTorque()
		\li PxRigidDynamic: setKinematicTarget(), setWakeCounter(), wakeUp(), putToSleep()

		\par <b>Sleeping:</b>
		Raising this flag will set all velocities and the wake counter to 0, clear all forces, clear the kinematic target, put the actor
		to sleep and wake up all touching actors from the previous frame.
		*/
		eDISABLE_SIMULATION				= (1<<3)
	};
};

/**
\brief collection of set bits defined in PxActorFlag.

\see PxActorFlag
*/
typedef PxFlags<PxActorFlag::Enum,PxU8> PxActorFlags;
PX_FLAGS_OPERATORS(PxActorFlag::Enum,PxU8)

/**
\brief Identifies each type of actor.
\see PxActor 
*/
struct PxActorType
{
	enum Enum
	{
		/**
		\brief A static rigid body
		\see PxRigidStatic
		*/
		eRIGID_STATIC,

		/**
		\brief A dynamic rigid body
		\see PxRigidDynamic
		*/
		eRIGID_DYNAMIC,
		
		/**
		\brief An articulation link
		\see PxArticulationLink
		*/
		eARTICULATION_LINK,

		/**
		\brief A deformable surface
		\see PxDeformableSurface
		*/
		eDEFORMABLE_SURFACE,

		/**
		\brief A deformable volume
		\see PxDeformableVolume
		*/
		eDEFORMABLE_VOLUME,

		/**
		\brief Deprecated
		\see eDEFORMABLE_VOLUME
		*/
		eSOFTBODY PX_DEPRECATED = eDEFORMABLE_VOLUME,

		/**
		\brief A PBD ParticleSystem
		\see PxPBDParticleSystem
		*/
		ePBD_PARTICLESYSTEM,

		//! \brief internal use only!
		eACTOR_COUNT,

		//! \brief internal use only!
		eACTOR_FORCE_DWORD = 0x7fffffff
	};
};

/**
\brief PxActor is the base class for the main simulation objects in the physics SDK.

The actor is owned by and contained in a PxScene.
*/
class PxActor : public PxBase
{
public:
	/**
	\brief Deletes the actor.
	
	Do not keep a reference to the deleted instance.

	If the actor belongs to a #PxAggregate object, it is automatically removed from the aggregate.

	\see PxBase.release(), PxAggregate
	*/
	virtual		void			release() = 0;

	/**
	\brief Retrieves the type of actor.

	\return The actor type of the actor.

	\see PxActorType
	*/
	virtual		PxActorType::Enum	getType()	const = 0;

	/**
	\brief Retrieves the scene which this actor belongs to.

	\return Owner Scene. NULL if not part of a scene.

	\see PxScene
	*/
	virtual		PxScene*		getScene()	const = 0;

	// Runtime modifications

	/**
	\brief Sets a name string for the object that can be retrieved with getName().
	
	This is for debugging and is not used by the SDK. The string is not copied by the SDK, 
	only the pointer is stored.

	\param[in] name String to set the objects name to.

	<b>Default:</b> NULL

	\see getName()
	*/
	virtual		void			setName(const char* name)		= 0;

	/**
	\brief Retrieves the name string set with setName().

	\return Name string associated with object.

	\see setName()
	*/
	virtual		const char*		getName()			const	= 0;

	/**
	\brief Retrieves the axis aligned bounding box enclosing the actor.

	\note It is not allowed to use this method while the simulation is running (except during PxScene::collide(),
	in PxContactModifyCallback or in contact report callbacks).

	\param[in] inflation  Scale factor for computed world bounds. Box extents are multiplied by this value.

	\return The actor's bounding box.

	\see PxBounds3
	*/
	virtual		PxBounds3		getWorldBounds(float inflation=1.01f) const = 0;

	/**
	\brief Raises or clears a particular actor flag.
	
	See the list of flags #PxActorFlag

	<b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.

	\param[in] flag  The PxActor flag to raise(set) or clear. See #PxActorFlag.
	\param[in] value The boolean value to assign to the flag.

	\see PxActorFlag getActorFlags() 
	*/
	virtual		void			setActorFlag(PxActorFlag::Enum flag, bool value) = 0;

	/**
	\brief Sets the actor flags.
	
	See the list of flags #PxActorFlag
	\see PxActorFlag setActorFlag() 
	*/
	virtual		void			setActorFlags( PxActorFlags inFlags ) = 0;

	/**
	\brief Reads the PxActor flags.
	
	See the list of flags #PxActorFlag

	\return The values of the PxActor flags.

	\see PxActorFlag setActorFlag() 
	*/
	virtual		PxActorFlags	getActorFlags()	const = 0;

	/**
	\brief Assigns dynamic actors a dominance group identifier.
	
	PxDominanceGroup is a 5 bit group identifier (legal range from 0 to 31).
	
	The PxScene::setDominanceGroupPair() lets you set certain behaviors for pairs of dominance groups.
	By default every dynamic actor is created in group 0.

	<b>Default:</b> 0

	<b>Sleeping:</b> Changing the dominance group does <b>NOT</b> wake the actor up automatically.

	\param[in] dominanceGroup The dominance group identifier. <b>Range:</b> [0..31]

	\see getDominanceGroup() PxDominanceGroup PxScene::setDominanceGroupPair()
	*/
	virtual		void			setDominanceGroup(PxDominanceGroup dominanceGroup)		 = 0;
	
	/**
	\brief Retrieves the value set with setDominanceGroup().

	\return The dominance group of this actor.

	\see setDominanceGroup() PxDominanceGroup PxScene::setDominanceGroupPair()
	*/
	virtual		PxDominanceGroup	getDominanceGroup() const = 0;

	/**
	\brief Sets the owner client of an actor.

	This cannot be done once the actor has been placed into a scene.

	<b>Default:</b> PX_DEFAULT_CLIENT

	\see PxClientID PxScene::createClient() 
	*/
	virtual		void			setOwnerClient( PxClientID inClient ) = 0;

	/**
	\brief Returns the owner client that was specified at creation time.

	This value cannot be changed once the object is placed into the scene.

	\see PxClientID PxScene::createClient()
	*/
	virtual		PxClientID		getOwnerClient() const = 0;

	/**
	\brief Retrieves the aggregate the actor might be a part of.

	\return The aggregate the actor is a part of, or NULL if the actor does not belong to an aggregate.

	\see PxAggregate
	*/
	virtual		PxAggregate*	getAggregate()	const = 0;

/************************************************************************************************/
/** \name Environment ID
*/

	/**
	\brief Sets the environment ID for this actor.

	The environment ID is an extra built-in filter group for the GPU broadphase. Actors will only collide with each-other if they have the
	same environment ID.
	
	The default value is PX_INVALID_U32. Actors with this ID will collide with other actors, regardless of which environment they are a part of.

	The environment ID must be set before adding the actor to a scene, and cannot change while the actor is in the scene.

	If it is not PX_INVALID_U32, the environment ID must be smaller than 1<<24, i.e. the system does not support more than 1<<24 environments.

	<b>Default:</b> PX_INVALID_U32

	\note	This is not available for CPU broadphases.

	\param[in]	envID	 Environment ID for this actor.
	\return True if success.

	\see getEnvironmentID()
	*/
	virtual	bool	setEnvironmentID(PxU32 envID)	= 0;

	/**
	\brief Returns the environment ID for this actor.

	\return Environment ID for this actor.

	\see setEnvironmentID()
	*/
	virtual	PxU32	getEnvironmentID()		const	= 0;

	//public variables:
				void*			userData;	//!< user can assign this to whatever, usually to create a 1:1 relationship with a user object.

protected:
	PX_INLINE					PxActor(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags), userData(NULL) {}
	PX_INLINE					PxActor(PxBaseFlags baseFlags) : PxBase(baseFlags) {}
	virtual						~PxActor()	{}
	virtual		bool			isKindOf(const char* name)	const		{ PX_IS_KIND_OF(name, "PxActor", PxBase); }
};

#if !PX_DOXYGEN
} // namespace physx
#endif

#endif
