// // 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_SC_PHYSICS #define PX_PHYSICS_SC_PHYSICS #include "PxPhysics.h" #include "PxScene.h" #include "PsUserAllocated.h" #include "CmPhysXCommon.h" #include "PsBasicTemplates.h" #include "PxActor.h" namespace physx { class PxMaterial; class PxTolerancesScale; struct PxvOffsetTable; #if PX_SUPPORT_GPU_PHYSX class PxPhysXGpu; #endif namespace Sc { class Scene; class StaticCore; class RigidCore; class BodyCore; class ArticulationCore; class ArticulationJointCore; class ConstraintCore; class ShapeCore; struct OffsetTable { PX_FORCE_INLINE OffsetTable() {} PX_FORCE_INLINE PxActor* convertScRigidStatic2PxActor(StaticCore* sc) const { return Ps::pointerOffset(sc, scRigidStatic2PxActor); } PX_FORCE_INLINE PxActor* convertScRigidDynamic2PxActor(BodyCore* sc) const { return Ps::pointerOffset(sc, scRigidDynamic2PxActor); } PX_FORCE_INLINE PxActor* convertScArticulationLink2PxActor(BodyCore* sc) const { return Ps::pointerOffset(sc, scArticulationLink2PxActor); } PX_FORCE_INLINE PxShape* convertScShape2Px(ShapeCore* sc) const { return Ps::pointerOffset(sc, scShape2Px); } PX_FORCE_INLINE const PxShape* convertScShape2Px(const ShapeCore* sc) const { return Ps::pointerOffset(sc, scShape2Px); } PX_FORCE_INLINE PxConstraint* convertScConstraint2Px(ConstraintCore* sc) const { return Ps::pointerOffset(sc, scConstraint2Px); } PX_FORCE_INLINE const PxConstraint* convertScConstraint2Px(const ConstraintCore* sc) const { return Ps::pointerOffset(sc, scConstraint2Px); } PX_FORCE_INLINE PxArticulationBase* convertScArticulation2Px(ArticulationCore* sc, bool isRC) const { ptrdiff_t sc2Px = isRC ? scArticulationRC2Px : scArticulationMC2Px; return Ps::pointerOffset(sc, sc2Px); } PX_FORCE_INLINE const PxArticulationBase* convertScArticulation2Px(const ArticulationCore* sc, bool isRC) const { ptrdiff_t sc2Px = isRC ? scArticulationRC2Px : scArticulationMC2Px; return Ps::pointerOffset(sc, sc2Px); } PX_FORCE_INLINE PxArticulationJointBase* convertScArticulationJoint2Px(ArticulationJointCore* sc, bool isRC) const { ptrdiff_t sc2Px = isRC ? scArticulationJointRC2Px : scArticulationJointMC2Px; return Ps::pointerOffset(sc, sc2Px); } PX_FORCE_INLINE const PxArticulationJointBase* convertScArticulationJoint2Px(const ArticulationJointCore* sc, bool isRC) const { ptrdiff_t sc2Px = isRC ? scArticulationJointRC2Px : scArticulationJointMC2Px; return Ps::pointerOffset(sc, sc2Px); } ptrdiff_t scRigidStatic2PxActor; ptrdiff_t scRigidDynamic2PxActor; ptrdiff_t scArticulationLink2PxActor; ptrdiff_t scShape2Px; ptrdiff_t scArticulationMC2Px; ptrdiff_t scArticulationRC2Px; ptrdiff_t scArticulationJointMC2Px; ptrdiff_t scArticulationJointRC2Px; ptrdiff_t scSoftBody2Px; ptrdiff_t scConstraint2Px; ptrdiff_t scCore2PxActor[PxActorType::eACTOR_COUNT]; }; extern OffsetTable gOffsetTable; class Physics : public Ps::UserAllocated { public: PX_FORCE_INLINE static Physics& getInstance() { return *mInstance; } Physics(const PxTolerancesScale&, const PxvOffsetTable& pxvOffsetTable); ~Physics(); // use release() instead public: void release(); PX_FORCE_INLINE const PxTolerancesScale& getTolerancesScale() const { return mScale; } private: PxTolerancesScale mScale; static Physics* mInstance; public: static const PxReal sWakeCounterOnCreation; }; } // namespace Sc } #endif