// // 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_MATERIAL #define PX_PHYSICS_NP_MATERIAL #include "common/PxSerialFramework.h" #include "PxMaterial.h" #include "ScMaterialCore.h" #include "PsUserAllocated.h" #include "PsUtilities.h" #include "CmRefCountable.h" namespace physx { // Compared to other objects, materials are special since they belong to the SDK and not to scenes // (similar to meshes). That's why the NpMaterial does have direct access to the core material instead // of having a buffered interface for it. Scenes will have copies of the SDK material table and there // the materials will be buffered. class NpMaterial : public PxMaterial, public Ps::UserAllocated, public Cm::RefCountable { //= 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 NpMaterial(PxBaseFlags baseFlags) : PxMaterial(baseFlags), Cm::RefCountable(PxEmpty), mMaterial(PxEmpty) {} virtual void onRefCountZero(); virtual void resolveReferences(PxDeserializationContext& context); static NpMaterial* createObject(PxU8*& address, PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); void preExportDataReset() { Cm::RefCountable::preExportDataReset(); } void exportExtraData(PxSerializationContext&) {} void importExtraData(PxDeserializationContext&) {} virtual void requiresObjects(PxProcessPxBaseCallback&){} //~PX_SERIALIZATION NpMaterial(const Sc::MaterialCore& desc); ~NpMaterial(); virtual void release(); virtual void acquireReference(); virtual PxU32 getReferenceCount() const; virtual void setDynamicFriction(PxReal); virtual PxReal getDynamicFriction() const; virtual void setStaticFriction(PxReal); virtual PxReal getStaticFriction() const; virtual void setRestitution(PxReal); virtual PxReal getRestitution() const; virtual void setFlag(PxMaterialFlag::Enum flag, bool value); virtual void setFlags(PxMaterialFlags inFlags); virtual PxMaterialFlags getFlags() const; virtual void setFrictionCombineMode(PxCombineMode::Enum); virtual PxCombineMode::Enum getFrictionCombineMode() const; virtual void setRestitutionCombineMode(PxCombineMode::Enum); virtual PxCombineMode::Enum getRestitutionCombineMode() const; PX_INLINE const Sc::MaterialCore& getScMaterial() const { return mMaterial; } PX_INLINE Sc::MaterialCore& getScMaterial() { return mMaterial; } PX_INLINE PxU16 getHandle() const { return mMaterial.getMaterialIndex();} PX_INLINE void setHandle(PxU16 handle) { return mMaterial.setMaterialIndex(handle);} PX_FORCE_INLINE static void getMaterialIndices(PxMaterial*const* materials, PxU16* materialIndices, PxU32 materialCount); private: PX_INLINE void updateMaterial(); // PX_SERIALIZATION public: //~PX_SERIALIZATION Sc::MaterialCore mMaterial; }; PX_FORCE_INLINE void NpMaterial::getMaterialIndices(PxMaterial*const* materials, PxU16* materialIndices, PxU32 materialCount) { for(PxU32 i=0; i < materialCount; i++) { materialIndices[i] = static_cast(materials[i])->getHandle(); } } } #endif