// // 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_SHAPE_MANAGER #define PX_PHYSICS_NP_SHAPE_MANAGER #include "NpShape.h" #include "CmPtrTable.h" #include "SqSceneQueryManager.h" #include "GuBVHStructure.h" #if PX_ENABLE_DEBUG_VISUALIZATION #include "CmRenderOutput.h" #endif namespace physx { namespace Sq { class SceneQueryManager; class PruningStructure; } class NpScene; class NpShapeManager : 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 static void getBinaryMetaData(PxOutputStream& stream); NpShapeManager(const PxEMPTY); void preExportDataReset(); void exportExtraData(PxSerializationContext& stream); void importExtraData(PxDeserializationContext& context); //~PX_SERIALIZATION NpShapeManager(); ~NpShapeManager(); PX_FORCE_INLINE PxU32 getNbShapes() const { return mShapes.getCount(); } PX_FORCE_INLINE NpShape* const* getShapes() const { return reinterpret_cast(mShapes.getPtrs()); } PxU32 getShapes(PxShape** buffer, PxU32 bufferSize, PxU32 startIndex=0) const; void attachShape(NpShape& shape, PxRigidActor& actor); bool detachShape(NpShape& s, PxRigidActor &actor, bool wakeOnLostTouch); void detachAll(NpScene *scene, const PxRigidActor& actor); void teardownSceneQuery(Sq::SceneQueryManager& sqManager, const NpShape& shape); void setupSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, const NpShape& shape); void addPrunerShape(Sq::SceneQueryManager& sqManager, PxU32 index, const NpShape& shape, const PxRigidActor& actor, bool dynamic, const PxBounds3* bound, bool hasPrunerStructure); PX_FORCE_INLINE void setPrunerData(PxU32 index, Sq::PrunerData data) { PX_ASSERT(index(data); } PX_FORCE_INLINE Sq::PrunerData getPrunerData(PxU32 index) const { PX_ASSERT(index