Projekt_Grafika/dependencies/physx-4.1/source/physx/src/NpMaterial.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_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<NpMaterial*>(materials[i])->getHandle();
}
}
}
#endif