// // 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