Projekt_Grafika/dependencies/physx-4.1/source/physx/src/NpAggregate.h

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//
// 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