780 lines
27 KiB
C
780 lines
27 KiB
C
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//
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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_SCB_SCENE
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#define PX_PHYSICS_SCB_SCENE
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#include "ScScene.h"
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#include "ScbSceneBuffer.h"
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#include "ScbType.h"
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#include "PsFoundation.h"
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#include "PsMutex.h"
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#include "PsHashSet.h"
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#if PX_SUPPORT_PVD
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#include "PxPhysics.h"
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#include "ScbScenePvdClient.h"
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#endif
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namespace physx
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{
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class NpMaterial;
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namespace Sc
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{
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class BodyDesc;
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}
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namespace Gu
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{
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class BVHStructure;
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}
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namespace Scb
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{
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class Base;
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class RigidObject;
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class RigidStatic;
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class Body;
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class Actor;
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class Shape;
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class Constraint;
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class Material;
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class Articulation;
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class ArticulationJoint;
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class Aggregate;
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struct ShapeBuffer;
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/**
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\brief Helper class to track inserted/removed/updated buffering objects.
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*/
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class ObjectTracker
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{
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public:
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ObjectTracker() {}
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/**
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\brief An object has been inserted while the simulation was running -> track it for insertion at sync point
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*/
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void scheduleForInsert(Base& element);
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/**
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\brief An object has been removed while the simulation was running -> track it for removal at sync point
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*/
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void scheduleForRemove(Base& element);
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/**
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\brief An object has been changed while the simulation was running -> track it for update at sync point
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*/
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void scheduleForUpdate(Base& element);
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/**
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\brief Get the list of dirty objects that require processing at a sync point.
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*/
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Base*const * getBuffered() { return mBuffered.getEntries(); }
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/**
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\brief Get number of dirty objects that require processing at a sync point.
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*/
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PxU32 getBufferedCount() const { return mBuffered.size(); }
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/**
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\brief Cleanup dirty objects after sync point.
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\li Transition pending insertion objects from eINSERT_PENDING to eIN_SCENE.
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\li Transition pending removal objects from eREMOVE_PENDING to eNOT_IN_SCENE.
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\li Destroy objects marked as eIS_RELEASED.
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\li Clear dirty list.
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*/
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void clear();
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void insert(Base& element);
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void remove(Base& element);
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private:
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Ps::CoalescedHashSet<Base*> mBuffered;
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};
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typedef ObjectTracker ShapeManager;
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typedef ObjectTracker RigidStaticManager;
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typedef ObjectTracker BodyManager;
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typedef ObjectTracker ArticulationManager;
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typedef ObjectTracker ConstraintManager;
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typedef ObjectTracker ArticulationJointManager;
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typedef ObjectTracker AggregateManager;
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enum MATERIAL_EVENT
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{
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MATERIAL_ADD,
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MATERIAL_UPDATE,
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MATERIAL_REMOVE
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};
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class MaterialEvent
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{
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public:
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PX_FORCE_INLINE MaterialEvent(PxU16 handle, MATERIAL_EVENT type) : mHandle(handle), mType(type) {}
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PX_FORCE_INLINE MaterialEvent() {}
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PxU16 mHandle;//handle to the master material table
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MATERIAL_EVENT mType;
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};
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class Scene : public Ps::UserAllocated
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{
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PX_NOCOPY(Scene)
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public:
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enum BufferFlag
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{
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BF_GRAVITY = (1 << 0),
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BF_BOUNCETHRESHOLDVELOCITY = (1 << 1),
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BF_FLAGS = (1 << 2),
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BF_DOMINANCE_PAIRS = (1 << 3),
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BF_SOLVER_BATCH_SIZE = (1 << 4),
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BF_VISUALIZATION = (1 << 5),
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BF_CULLING_BOX = (1 << 6),
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BF_SOLVER_ARTIC_BATCH_SIZE = (1 << 7)
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};
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public:
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Scene(const PxSceneDesc& desc, PxU64 contextID);
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~Scene() {} //use release() plz.
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//---------------------------------------------------------------------------------
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// Wrapper for Sc::Scene interface
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//---------------------------------------------------------------------------------
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void release();
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PxScene* getPxScene();
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PX_INLINE void setGravity(const PxVec3& gravity);
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PX_INLINE PxVec3 getGravity() const;
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PX_INLINE void setBounceThresholdVelocity(const PxReal t);
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PX_INLINE PxReal getBounceThresholdVelocity() const;
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PX_INLINE void setFlags(PxSceneFlags flags);
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PX_INLINE PxSceneFlags getFlags() const;
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PX_INLINE void setFrictionType(PxFrictionType::Enum type) { mScene.setFrictionType(type); }
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PX_INLINE PxFrictionType::Enum getFrictionType() const { return mScene.getFrictionType(); }
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void addActor(Scb::RigidStatic&, bool noSim, PxBounds3* uninflatedBounds, const Gu::BVHStructure* bvhStructure);
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void removeActor(Scb::RigidStatic&, bool wakeOnLostTouch, bool noSim);
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void addActor(Scb::Body&, bool noSim, PxBounds3* uninflatedBounds, const Gu::BVHStructure* bvhStructure);
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void removeActor(Scb::Body&, bool wakeOnLostTouch, bool noSim);
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void addConstraint(Scb::Constraint&);
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void removeConstraint(Scb::Constraint&);
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void addArticulation(Scb::Articulation&);
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void removeArticulation(Scb::Articulation&);
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void addArticulationJoint(Scb::ArticulationJoint&);
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void removeArticulationJoint(Scb::ArticulationJoint&);
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void addAggregate(Scb::Aggregate&);
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void removeAggregate(Scb::Aggregate&);
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void addMaterial(const Sc::MaterialCore& mat);
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void updateMaterial(const Sc::MaterialCore& mat);
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void removeMaterial(const Sc::MaterialCore& mat);
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void updateLowLevelMaterial(NpMaterial** masterMaterials);
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// These methods are only to be called at fetchResults!
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PX_INLINE PxU32 getNumActiveBodies() const { return mScene.getNumActiveBodies(); }
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PX_INLINE Sc::BodyCore* const* getActiveBodiesArray() const { return mScene.getActiveBodiesArray(); }
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PX_INLINE PxSimulationEventCallback* getSimulationEventCallback() const;
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PX_INLINE void setSimulationEventCallback(PxSimulationEventCallback* callback);
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PX_INLINE PxContactModifyCallback* getContactModifyCallback() const;
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PX_INLINE void setContactModifyCallback(PxContactModifyCallback* callback);
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PX_INLINE PxCCDContactModifyCallback* getCCDContactModifyCallback() const;
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PX_INLINE void setCCDContactModifyCallback(PxCCDContactModifyCallback* callback);
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PX_INLINE PxU32 getCCDMaxPasses() const;
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PX_INLINE void setCCDMaxPasses(PxU32 ccdMaxPasses);
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PX_INLINE void setBroadPhaseCallback(PxBroadPhaseCallback* callback);
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PX_INLINE PxBroadPhaseCallback* getBroadPhaseCallback() const;
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PxBroadPhaseType::Enum getBroadPhaseType() const;
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bool getBroadPhaseCaps(PxBroadPhaseCaps& caps) const;
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PxU32 getNbBroadPhaseRegions() const;
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PxU32 getBroadPhaseRegions(PxBroadPhaseRegionInfo* userBuffer, PxU32 bufferSize, PxU32 startIndex) const;
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PxU32 addBroadPhaseRegion(const PxBroadPhaseRegion& region, bool populateRegion);
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bool removeBroadPhaseRegion(PxU32 handle);
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// Collision filtering
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PX_INLINE void setFilterShaderData(const void* data, PxU32 dataSize);
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PX_INLINE const void* getFilterShaderData() const;
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PX_INLINE PxU32 getFilterShaderDataSize() const;
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PX_INLINE PxSimulationFilterShader getFilterShader() const;
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PX_INLINE PxSimulationFilterCallback* getFilterCallback() const;
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// Groups
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PX_INLINE void setDominanceGroupPair(PxDominanceGroup group1, PxDominanceGroup group2, const PxDominanceGroupPair& dominance);
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PX_INLINE PxDominanceGroupPair getDominanceGroupPair(PxDominanceGroup group1, PxDominanceGroup group2) const;
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PX_INLINE void setSolverBatchSize(PxU32 solverBatchSize);
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PX_INLINE PxU32 getSolverBatchSize() const;
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PX_INLINE void setSolverArticulationBatchSize(PxU32 solverBatchSize);
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PX_INLINE PxU32 getSolverArticulationBatchSize() const;
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PX_INLINE void simulate(PxReal timeStep, PxBaseTask* continuation) { mScene.simulate(timeStep, continuation); }
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PX_INLINE void collide(PxReal timeStep, PxBaseTask* continuation) { mScene.collide(timeStep, continuation); }
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PX_INLINE void advance(PxReal timeStep, PxBaseTask* continuation) { mScene.advance(timeStep, continuation); }
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PX_INLINE void endSimulation() { mScene.endSimulation(); }
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PX_INLINE void flush(bool sendPendingReports);
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PX_INLINE void fireBrokenConstraintCallbacks() { mScene.fireBrokenConstraintCallbacks(); }
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PX_INLINE void fireTriggerCallbacks() { mScene.fireTriggerCallbacks(); }
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PX_INLINE void fireQueuedContactCallbacks() { mScene.fireQueuedContactCallbacks(false); }
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PX_INLINE const Ps::Array<PxContactPairHeader>&
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getQueuedContactPairHeaders() { return mScene.getQueuedContactPairHeaders(); }
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PX_FORCE_INLINE void postCallbacksPreSync() { mScene.postCallbacksPreSync(); } //cleanup tasks after the pre-sync callbacks have fired
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PX_INLINE void fireCallBacksPostSync() { mScene.fireCallbacksPostSync(); } //callbacks that are fired on the core side, after the buffers get synced
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PX_INLINE void postReportsCleanup();
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PX_INLINE const PxSceneLimits& getLimits() const { return mScene.getLimits(); }
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PX_INLINE void setLimits(const PxSceneLimits& limits) { mScene.setLimits(limits); }
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PX_INLINE void getStats(PxSimulationStatistics& stats) const;
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PX_INLINE void buildActiveActors(); //build the list of active actors
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PX_INLINE void buildActiveAndFrozenActors(); //build the list of active and frozen actors
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PX_INLINE PxActor** getActiveActors(PxU32& nbActorsOut);
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PX_INLINE void setActiveActors(PxActor** actors, PxU32 nbActors);
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PX_INLINE PxActor** getFrozenActors(PxU32& nbActorsOut);
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PX_INLINE PxClientID createClient();
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PX_INLINE void setVisualizationParameter(PxVisualizationParameter::Enum param, PxReal value);
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PX_INLINE PxReal getVisualizationParameter(PxVisualizationParameter::Enum param) const;
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PX_INLINE void setVisualizationCullingBox(const PxBounds3& box);
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PX_INLINE const PxBounds3& getVisualizationCullingBox() const;
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void shiftOrigin(const PxVec3& shift);
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//---------------------------------------------------------------------------------
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// Data synchronization
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//---------------------------------------------------------------------------------
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public:
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void syncWriteThroughProperties();
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void syncEntireScene();
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void processPendingRemove();
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PX_FORCE_INLINE PxU16* allocShapeMaterialBuffer(PxU32 count, PxU32& startIdx) { return allocArrayBuffer(mShapeMaterialBuffer, count, startIdx); }
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PX_FORCE_INLINE const PxU16* getShapeMaterialBuffer(PxU32 startIdx) const { return &mShapeMaterialBuffer[startIdx]; }
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PX_FORCE_INLINE Scb::Shape** allocShapeBuffer(PxU32 count, PxU32& startIdx) { return allocArrayBuffer(mShapePtrBuffer, count, startIdx); }
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PX_FORCE_INLINE Scb::Shape** getShapeBuffer(PxU32 startIdx) { return &mShapePtrBuffer[startIdx]; }
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PX_FORCE_INLINE Scb::Actor** allocActorBuffer(PxU32 count, PxU32& startIdx) { return allocArrayBuffer(mActorPtrBuffer, count, startIdx); }
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PX_FORCE_INLINE Scb::Actor** getActorBuffer(PxU32 startIdx) { return &mActorPtrBuffer[startIdx]; }
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void scheduleForUpdate(Scb::Base& object);
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PxU8* getStream(ScbType::Enum type);
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PX_FORCE_INLINE void removeShapeFromPendingUpdateList(Scb::Base& shape) { mShapeManager.remove(shape); }
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PX_FORCE_INLINE const Sc::Scene& getScScene() const { return mScene; }
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PX_FORCE_INLINE Sc::Scene& getScScene() { return mScene; }
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PX_FORCE_INLINE void prepareOutOfBoundsCallbacks() { mScene.prepareOutOfBoundsCallbacks(); }
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private:
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void syncState();
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PX_FORCE_INLINE Ps::IntBool isBuffered(BufferFlag f) const { return Ps::IntBool(mBufferFlags& f); }
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PX_FORCE_INLINE void markUpdated(BufferFlag f) { mBufferFlags |= f; }
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//---------------------------------------------------------------------------------
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// Miscellaneous
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//---------------------------------------------------------------------------------
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public:
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PX_FORCE_INLINE bool isPhysicsBuffering() const { return mIsBuffering; }
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PX_FORCE_INLINE void setPhysicsBuffering(bool buffering) { mIsBuffering = buffering; }
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PX_FORCE_INLINE Sc::SimulationStage::Enum getSimulationStage() const { return mScene.getSimulationStage(); }
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PX_FORCE_INLINE void setSimulationStage(Sc::SimulationStage::Enum stage) { mScene.setSimulationStage(stage); }
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PX_FORCE_INLINE bool isValid() const { return mScene.isValid(); }
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PX_FORCE_INLINE PxReal getWakeCounterResetValue() const { return mWakeCounterResetValue; }
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void switchRigidToNoSim(Scb::RigidObject&, bool isDynamic);
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void switchRigidFromNoSim(Scb::RigidObject&, bool isDynamic);
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static size_t getScOffset() { return reinterpret_cast<size_t>(&reinterpret_cast<Scene*>(0)->mScene); }
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#if PX_SUPPORT_PVD
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PX_FORCE_INLINE Vd::ScbScenePvdClient& getScenePvdClient() { return mScenePvdClient; }
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PX_FORCE_INLINE const Vd::ScbScenePvdClient& getScenePvdClient() const { return mScenePvdClient; }
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#endif
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PX_FORCE_INLINE PxU64 getContextId() const { return mScene.getContextId(); }
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private:
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void addShapeInternal(Scb::Shape&);
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void addShapesInternal(PxU32 nbShapes, PxShape** PX_RESTRICT shapes, size_t scbOffset, PxActor** PX_RESTRICT owners, PxU32 offsetNpToCore, bool isDynamic);
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template<typename T> T* allocArrayBuffer(Ps::Array<T>& buffer, PxU32 count, PxU32& startIdx);
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private:
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template<bool TIsDynamic, class T>
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PX_FORCE_INLINE void addActorT(T& actor, ObjectTracker& tracker, bool noSim, PxBounds3* uninflatedBounds, const Gu::BVHStructure* bvhStructure);
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template<typename T> void add(T& v, ObjectTracker& tracker, PxBounds3* uninflatedBounds, const Gu::BVHStructure* bvhStructure);
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template<typename T> void remove(T& v, ObjectTracker& tracker, bool wakeOnLostTouch = false);
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template<bool TIsDynamic, typename T> void addRigidNoSim(T& v, ObjectTracker& tracker, const Gu::BVHStructure* bvhStructure);
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template<bool TIsDynamic, typename T> void removeRigidNoSim(T& v, ObjectTracker& tracker);
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template<typename T, typename S> void processSimUpdates(S*const * scObjects, PxU32 nbObjects);
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template<typename T> void processUserUpdates(ObjectTracker& tracker);
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template<typename T, bool syncOnRemove, bool wakeOnLostTouchCheck> void processRemoves(ObjectTracker& tracker);
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template<typename T> void processShapeRemoves(ObjectTracker& tracker);
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Sc::Scene mScene;
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Ps::Array<MaterialEvent> mSceneMaterialBuffer;
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Ps::Mutex mSceneMaterialBufferLock;
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bool mSimulationRunning;
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bool mIsBuffering;
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Cm::FlushPool mStream; // Pool for temporarily buffering user changes on objects
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ShapeManager mShapeManager;
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Ps::Array<PxU16> mShapeMaterialBuffer; // Buffered setMaterial() call might need to track list of materials (for multi material shapes)
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|
Ps::Array<Scb::Shape*> mShapePtrBuffer; // List of shape pointers to track buffered calls to resetFiltering(), for example
|
||
|
Ps::Array<Scb::Actor*> mActorPtrBuffer;
|
||
|
RigidStaticManager mRigidStaticManager;
|
||
|
BodyManager mBodyManager;
|
||
|
ConstraintManager mConstraintManager;
|
||
|
ArticulationManager mArticulationManager;
|
||
|
ArticulationJointManager mArticulationJointManager;
|
||
|
AggregateManager mAggregateManager;
|
||
|
#if PX_SUPPORT_PVD
|
||
|
Vd::ScbScenePvdClient mScenePvdClient;
|
||
|
#endif
|
||
|
|
||
|
PX_FORCE_INLINE void updatePvdProperties()
|
||
|
{
|
||
|
#if PX_SUPPORT_PVD
|
||
|
// PT: TODO: shouldn't we test PxPvdInstrumentationFlag::eDEBUG here?
|
||
|
if(mScenePvdClient.isConnected())
|
||
|
mScenePvdClient.updatePvdProperties();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
PxReal mWakeCounterResetValue;
|
||
|
|
||
|
// note: If deletion of rigid objects is done before the sync of the simulation data then we
|
||
|
// might wanna consider having a separate list for deleted rigid objects (for performance
|
||
|
// reasons)
|
||
|
|
||
|
//---------------------------------------------------------------------------------
|
||
|
// On demand buffered data (simulation read-only data)
|
||
|
//---------------------------------------------------------------------------------
|
||
|
Scb::SceneBuffer mBufferedData;
|
||
|
PxU32 mBufferFlags;
|
||
|
};
|
||
|
|
||
|
} // namespace Scb
|
||
|
|
||
|
template<typename T>
|
||
|
T* Scb::Scene::allocArrayBuffer(Ps::Array<T>& buffer, PxU32 count, PxU32& startIdx)
|
||
|
{
|
||
|
PxU32 oldSize = buffer.size();
|
||
|
buffer.resize(oldSize + count);
|
||
|
startIdx = oldSize;
|
||
|
return &buffer[oldSize];
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setGravity(const PxVec3& gravity)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
{
|
||
|
mScene.setGravity(gravity);
|
||
|
updatePvdProperties();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mBufferedData.mGravity = gravity;
|
||
|
markUpdated(BF_GRAVITY);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxVec3 Scb::Scene::getGravity() const
|
||
|
{
|
||
|
if(isBuffered(BF_GRAVITY))
|
||
|
return mBufferedData.mGravity;
|
||
|
else
|
||
|
return mScene.getGravity();
|
||
|
}
|
||
|
|
||
|
void Scb::Scene::setBounceThresholdVelocity(const PxReal t)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
{
|
||
|
mScene.setBounceThresholdVelocity(t);
|
||
|
updatePvdProperties();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mBufferedData.mBounceThresholdVelocity = t;
|
||
|
markUpdated(BF_BOUNCETHRESHOLDVELOCITY);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PxReal Scb::Scene::getBounceThresholdVelocity() const
|
||
|
{
|
||
|
if(isBuffered(BF_BOUNCETHRESHOLDVELOCITY))
|
||
|
return mBufferedData.mBounceThresholdVelocity;
|
||
|
else
|
||
|
return mScene.getBounceThresholdVelocity();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setFlags(PxSceneFlags flags)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
{
|
||
|
mScene.setPublicFlags(flags);
|
||
|
const bool pcm = (flags & PxSceneFlag::eENABLE_PCM);
|
||
|
mScene.setPCM(pcm);
|
||
|
const bool contactCache = !(flags & PxSceneFlag::eDISABLE_CONTACT_CACHE);
|
||
|
mScene.setContactCache(contactCache);
|
||
|
updatePvdProperties();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mBufferedData.mFlags = flags;
|
||
|
markUpdated(BF_FLAGS);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxSceneFlags Scb::Scene::getFlags() const
|
||
|
{
|
||
|
if(isBuffered(BF_FLAGS))
|
||
|
return mBufferedData.mFlags;
|
||
|
else
|
||
|
return mScene.getPublicFlags();
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
PX_INLINE PxSimulationEventCallback* Scb::Scene::getSimulationEventCallback() const
|
||
|
{
|
||
|
return mScene.getSimulationEventCallback();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setSimulationEventCallback(PxSimulationEventCallback* callback)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
mScene.setSimulationEventCallback(callback);
|
||
|
else
|
||
|
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxScene::setSimulationEventCallback() not allowed while simulation is running. Call will be ignored.");
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxContactModifyCallback* Scb::Scene::getContactModifyCallback() const
|
||
|
{
|
||
|
return mScene.getContactModifyCallback();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setContactModifyCallback(PxContactModifyCallback* callback)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
mScene.setContactModifyCallback(callback);
|
||
|
else
|
||
|
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxScene::setContactModifyCallback() not allowed while simulation is running. Call will be ignored.");
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxCCDContactModifyCallback* Scb::Scene::getCCDContactModifyCallback() const
|
||
|
{
|
||
|
return mScene.getCCDContactModifyCallback();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setCCDContactModifyCallback(PxCCDContactModifyCallback* callback)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
mScene.setCCDContactModifyCallback(callback);
|
||
|
else
|
||
|
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxScene::setCCDContactModifyCallback() not allowed while simulation is running. Call will be ignored.");
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxU32 Scb::Scene::getCCDMaxPasses() const
|
||
|
{
|
||
|
return mScene.getCCDMaxPasses();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setCCDMaxPasses(PxU32 ccdMaxPasses)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
mScene.setCCDMaxPasses(ccdMaxPasses);
|
||
|
else
|
||
|
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxScene::setCCDMaxPasses() not allowed while simulation is running. Call will be ignored.");
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxBroadPhaseCallback* Scb::Scene::getBroadPhaseCallback() const
|
||
|
{
|
||
|
return mScene.getBroadPhaseCallback();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setBroadPhaseCallback(PxBroadPhaseCallback* callback)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
mScene.setBroadPhaseCallback(callback);
|
||
|
else
|
||
|
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxScene::setBroadPhaseCallback() not allowed while simulation is running. Call will be ignored.");
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setFilterShaderData(const void* data, PxU32 dataSize)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
mScene.setFilterShaderData(data, dataSize);
|
||
|
else
|
||
|
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "PxScene::setFilterShaderData() not allowed while simulation is running. Call will be ignored.");
|
||
|
}
|
||
|
|
||
|
PX_INLINE const void* Scb::Scene::getFilterShaderData() const
|
||
|
{
|
||
|
return mScene.getFilterShaderDataFast();
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxU32 Scb::Scene::getFilterShaderDataSize() const
|
||
|
{
|
||
|
return mScene.getFilterShaderDataSizeFast();
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxSimulationFilterShader Scb::Scene::getFilterShader() const
|
||
|
{
|
||
|
return mScene.getFilterShaderFast();
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxSimulationFilterCallback* Scb::Scene::getFilterCallback() const
|
||
|
{
|
||
|
return mScene.getFilterCallbackFast();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::flush(bool sendPendingReports)
|
||
|
{
|
||
|
PX_ASSERT(!isPhysicsBuffering());
|
||
|
|
||
|
mShapeMaterialBuffer.reset();
|
||
|
mShapePtrBuffer.reset();
|
||
|
mActorPtrBuffer.reset();
|
||
|
|
||
|
//!!! TODO: Clear all buffers used for double buffering changes (see ObjectTracker::mBufferPool)
|
||
|
|
||
|
mScene.flush(sendPendingReports);
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::postReportsCleanup()
|
||
|
{
|
||
|
PX_ASSERT(!isPhysicsBuffering());
|
||
|
mScene.postReportsCleanup();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setDominanceGroupPair(PxDominanceGroup group1, PxDominanceGroup group2, const PxDominanceGroupPair& dominance)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
{
|
||
|
mScene.setDominanceGroupPair(group1, group2, dominance);
|
||
|
updatePvdProperties();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mBufferedData.setDominancePair(group1, group2, dominance);
|
||
|
markUpdated(BF_DOMINANCE_PAIRS);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxDominanceGroupPair Scb::Scene::getDominanceGroupPair(PxDominanceGroup group1, PxDominanceGroup group2) const
|
||
|
{
|
||
|
if(isBuffered(BF_DOMINANCE_PAIRS))
|
||
|
{
|
||
|
PxDominanceGroupPair dominance(0, 0);
|
||
|
if(mBufferedData.getDominancePair(group1, group2, dominance))
|
||
|
return dominance;
|
||
|
}
|
||
|
|
||
|
return mScene.getDominanceGroupPair(group1, group2);
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setSolverBatchSize(PxU32 solverBatchSize)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
{
|
||
|
mScene.setSolverBatchSize(solverBatchSize);
|
||
|
updatePvdProperties();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mBufferedData.mSolverBatchSize = solverBatchSize;
|
||
|
markUpdated(BF_SOLVER_BATCH_SIZE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxU32 Scb::Scene::getSolverArticulationBatchSize() const
|
||
|
{
|
||
|
if(isBuffered(BF_SOLVER_ARTIC_BATCH_SIZE))
|
||
|
return mBufferedData.mSolverBatchSize;
|
||
|
else
|
||
|
return mScene.getSolverArticBatchSize();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setSolverArticulationBatchSize(PxU32 solverBatchSize)
|
||
|
{
|
||
|
if (!isPhysicsBuffering())
|
||
|
{
|
||
|
mScene.setSolverArticBatchSize(solverBatchSize);
|
||
|
updatePvdProperties();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mBufferedData.mSolverArticulationBatchSize = solverBatchSize;
|
||
|
markUpdated(BF_SOLVER_ARTIC_BATCH_SIZE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxU32 Scb::Scene::getSolverBatchSize() const
|
||
|
{
|
||
|
if (isBuffered(BF_SOLVER_BATCH_SIZE))
|
||
|
return mBufferedData.mSolverBatchSize;
|
||
|
else
|
||
|
return mScene.getSolverBatchSize();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::getStats(PxSimulationStatistics& stats) const
|
||
|
{
|
||
|
PX_ASSERT(!isPhysicsBuffering());
|
||
|
|
||
|
mScene.getStats(stats);
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::buildActiveActors()
|
||
|
{
|
||
|
PX_ASSERT(!isPhysicsBuffering());
|
||
|
|
||
|
mScene.buildActiveActors();
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::buildActiveAndFrozenActors()
|
||
|
{
|
||
|
PX_ASSERT(!isPhysicsBuffering());
|
||
|
|
||
|
mScene.buildActiveAndFrozenActors();
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxActor** Scb::Scene::getActiveActors(PxU32& nbActorsOut)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
return mScene.getActiveActors(nbActorsOut);
|
||
|
else
|
||
|
{
|
||
|
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxScene::getActiveActors() not allowed while simulation is running. Call will be ignored.");
|
||
|
nbActorsOut = 0;
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setActiveActors(PxActor** actors, PxU32 nbActors)
|
||
|
{
|
||
|
mScene.setActiveActors(actors, nbActors);
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxActor** Scb::Scene::getFrozenActors(PxU32& nbActorsOut)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
return mScene.getFrozenActors(nbActorsOut);
|
||
|
else
|
||
|
{
|
||
|
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__, "PxScene::getFrozenActors() not allowed while simulation is running. Call will be ignored.");
|
||
|
nbActorsOut = 0;
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxClientID Scb::Scene::createClient()
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
return mScene.createClient();
|
||
|
else
|
||
|
return PxClientID(mScene.getNbClients() + mBufferedData.mNumClientsCreated++);
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setVisualizationParameter(PxVisualizationParameter::Enum param, PxReal value)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
mScene.setVisualizationParameter(param, value);
|
||
|
else
|
||
|
{
|
||
|
PX_ASSERT(param < PxVisualizationParameter::eNUM_VALUES);
|
||
|
mBufferedData.mVisualizationParamChanged[param] = 1;
|
||
|
mBufferedData.mVisualizationParam[param] = value;
|
||
|
markUpdated(BF_VISUALIZATION);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE PxReal Scb::Scene::getVisualizationParameter(PxVisualizationParameter::Enum param) const
|
||
|
{
|
||
|
PX_ASSERT(param < PxVisualizationParameter::eNUM_VALUES);
|
||
|
|
||
|
if(isBuffered(BF_VISUALIZATION) && mBufferedData.mVisualizationParamChanged[param])
|
||
|
return mBufferedData.mVisualizationParam[param];
|
||
|
else
|
||
|
return mScene.getVisualizationParameter(param);
|
||
|
}
|
||
|
|
||
|
PX_INLINE void Scb::Scene::setVisualizationCullingBox(const PxBounds3& box)
|
||
|
{
|
||
|
if(!isPhysicsBuffering())
|
||
|
mScene.setVisualizationCullingBox(box);
|
||
|
else
|
||
|
{
|
||
|
mBufferedData.mVisualizationCullingBox = box;
|
||
|
markUpdated(BF_CULLING_BOX);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PX_INLINE const PxBounds3& Scb::Scene::getVisualizationCullingBox() const
|
||
|
{
|
||
|
if(isBuffered(BF_CULLING_BOX))
|
||
|
return mBufferedData.mVisualizationCullingBox;
|
||
|
else
|
||
|
return mScene.getVisualizationCullingBox();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
#endif
|