102 lines
4.5 KiB
C
102 lines
4.5 KiB
C
|
//
|
||
|
// 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) 2008-2019 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 PX_PHYSICS_NP_AGGREGATE
|
||
|
#define PX_PHYSICS_NP_AGGREGATE
|
||
|
|
||
|
#include "CmPhysXCommon.h"
|
||
|
#include "PxAggregate.h"
|
||
|
#include "ScbAggregate.h"
|
||
|
#include "PsUserAllocated.h"
|
||
|
|
||
|
namespace physx
|
||
|
{
|
||
|
|
||
|
class NpScene;
|
||
|
|
||
|
class NpAggregate : public PxAggregate, public Ps::UserAllocated
|
||
|
{
|
||
|
//= ATTENTION! =====================================================================================
|
||
|
// Changing the data layout of this class breaks the binary serialization format. See comments for
|
||
|
// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
|
||
|
// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
|
||
|
// accordingly.
|
||
|
//==================================================================================================
|
||
|
public:
|
||
|
// PX_SERIALIZATION
|
||
|
NpAggregate(PxBaseFlags baseFlags) : PxAggregate(baseFlags), mAggregate(PxEmpty) {}
|
||
|
void preExportDataReset();
|
||
|
virtual void exportExtraData(PxSerializationContext& context);
|
||
|
void importExtraData(PxDeserializationContext& context);
|
||
|
void resolveReferences(PxDeserializationContext& context);
|
||
|
virtual void requiresObjects(PxProcessPxBaseCallback& c);
|
||
|
static NpAggregate* createObject(PxU8*& address, PxDeserializationContext& context);
|
||
|
static void getBinaryMetaData(PxOutputStream& stream);
|
||
|
//~PX_SERIALIZATION
|
||
|
NpAggregate(PxU32 maxActors, bool selfCollision);
|
||
|
virtual ~NpAggregate();
|
||
|
|
||
|
virtual void release();
|
||
|
virtual bool addActor(PxActor&, const PxBVHStructure* );
|
||
|
virtual bool removeActor(PxActor&);
|
||
|
virtual bool addArticulation(PxArticulationBase&);
|
||
|
virtual bool removeArticulation(PxArticulationBase&);
|
||
|
|
||
|
virtual PxU32 getNbActors() const;
|
||
|
virtual PxU32 getMaxNbActors() const;
|
||
|
virtual PxU32 getActors(PxActor** userBuffer, PxU32 bufferSize, PxU32 startIndex) const;
|
||
|
|
||
|
virtual PxScene* getScene();
|
||
|
virtual bool getSelfCollision() const;
|
||
|
|
||
|
PX_FORCE_INLINE PxU32 getCurrentSizeFast() const { return mNbActors; }
|
||
|
PX_FORCE_INLINE PxActor* getActorFast(PxU32 i) const { return mActors[i]; }
|
||
|
PX_FORCE_INLINE bool getSelfCollideFast() const { return mAggregate.getSelfCollide(); }
|
||
|
|
||
|
NpScene* getAPIScene() const;
|
||
|
NpScene* getOwnerScene() const; // the scene the user thinks the actor is in, or from which the actor is pending removal
|
||
|
|
||
|
void addActorInternal(PxActor& actor, NpScene& s, const PxBVHStructure* bvhStructure);
|
||
|
void removeAndReinsert(PxActor& actor, bool reinsert);
|
||
|
bool removeActorAndReinsert(PxActor& actor, bool reinsert);
|
||
|
bool removeArticulationAndReinsert(PxArticulationBase& art, bool reinsert);
|
||
|
|
||
|
PX_FORCE_INLINE Scb::Aggregate& getScbAggregate() { return mAggregate; }
|
||
|
|
||
|
private:
|
||
|
Scb::Aggregate mAggregate;
|
||
|
PxU32 mNbActors;
|
||
|
PxActor** mActors;
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
#endif
|