121 lines
5.2 KiB
C++
121 lines
5.2 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_NP_MATERIAL
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#define PX_PHYSICS_NP_MATERIAL
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#include "common/PxSerialFramework.h"
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#include "PxMaterial.h"
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#include "ScMaterialCore.h"
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#include "PsUserAllocated.h"
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#include "PsUtilities.h"
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#include "CmRefCountable.h"
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namespace physx
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{
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// Compared to other objects, materials are special since they belong to the SDK and not to scenes
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// (similar to meshes). That's why the NpMaterial does have direct access to the core material instead
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// of having a buffered interface for it. Scenes will have copies of the SDK material table and there
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// the materials will be buffered.
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class NpMaterial : public PxMaterial, public Ps::UserAllocated, public Cm::RefCountable
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{
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//= ATTENTION! =====================================================================================
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// Changing the data layout of this class breaks the binary serialization format. See comments for
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// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
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// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
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// accordingly.
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//==================================================================================================
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public:
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// PX_SERIALIZATION
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NpMaterial(PxBaseFlags baseFlags) : PxMaterial(baseFlags), Cm::RefCountable(PxEmpty), mMaterial(PxEmpty) {}
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virtual void onRefCountZero();
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virtual void resolveReferences(PxDeserializationContext& context);
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static NpMaterial* createObject(PxU8*& address, PxDeserializationContext& context);
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static void getBinaryMetaData(PxOutputStream& stream);
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void preExportDataReset() { Cm::RefCountable::preExportDataReset(); }
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void exportExtraData(PxSerializationContext&) {}
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void importExtraData(PxDeserializationContext&) {}
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virtual void requiresObjects(PxProcessPxBaseCallback&){}
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//~PX_SERIALIZATION
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NpMaterial(const Sc::MaterialCore& desc);
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~NpMaterial();
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virtual void release();
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virtual void acquireReference();
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virtual PxU32 getReferenceCount() const;
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virtual void setDynamicFriction(PxReal);
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virtual PxReal getDynamicFriction() const;
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virtual void setStaticFriction(PxReal);
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virtual PxReal getStaticFriction() const;
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virtual void setRestitution(PxReal);
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virtual PxReal getRestitution() const;
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virtual void setFlag(PxMaterialFlag::Enum flag, bool value);
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virtual void setFlags(PxMaterialFlags inFlags);
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virtual PxMaterialFlags getFlags() const;
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virtual void setFrictionCombineMode(PxCombineMode::Enum);
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virtual PxCombineMode::Enum getFrictionCombineMode() const;
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virtual void setRestitutionCombineMode(PxCombineMode::Enum);
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virtual PxCombineMode::Enum getRestitutionCombineMode() const;
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PX_INLINE const Sc::MaterialCore& getScMaterial() const { return mMaterial; }
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PX_INLINE Sc::MaterialCore& getScMaterial() { return mMaterial; }
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PX_INLINE PxU16 getHandle() const { return mMaterial.getMaterialIndex();}
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PX_INLINE void setHandle(PxU16 handle) { return mMaterial.setMaterialIndex(handle);}
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PX_FORCE_INLINE static void getMaterialIndices(PxMaterial*const* materials, PxU16* materialIndices, PxU32 materialCount);
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private:
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PX_INLINE void updateMaterial();
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// PX_SERIALIZATION
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public:
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//~PX_SERIALIZATION
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Sc::MaterialCore mMaterial;
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};
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PX_FORCE_INLINE void NpMaterial::getMaterialIndices(PxMaterial*const* materials, PxU16* materialIndices, PxU32 materialCount)
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{
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for(PxU32 i=0; i < materialCount; i++)
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{
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materialIndices[i] = static_cast<NpMaterial*>(materials[i])->getHandle();
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}
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}
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}
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#endif
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