Projekt_Grafika/dependencies/physx-4.1/source/physx/src/NpRigidStatic.h

116 lines
4.6 KiB
C++

//
// 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_RIGIDSTATIC
#define PX_PHYSICS_NP_RIGIDSTATIC
#include "common/PxMetaData.h"
#include "PxRigidStatic.h"
#include "NpRigidActorTemplate.h"
#include "ScbRigidStatic.h"
namespace physx
{
namespace Scb
{
class RigidObject;
}
class NpRigidStatic;
typedef NpRigidActorTemplate<PxRigidStatic> NpRigidStaticT;
class NpRigidStatic : public NpRigidStaticT
{
//= 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
NpRigidStatic(PxBaseFlags baseFlags) : NpRigidStaticT(baseFlags), mRigidStatic(PxEmpty) {}
void preExportDataReset() { NpRigidStaticT::preExportDataReset(); }
virtual void requiresObjects(PxProcessPxBaseCallback& c);
static NpRigidStatic* createObject(PxU8*& address, PxDeserializationContext& context);
static void getBinaryMetaData(PxOutputStream& stream);
//~PX_SERIALIZATION
virtual ~NpRigidStatic();
//---------------------------------------------------------------------------------
// PxActor implementation
//---------------------------------------------------------------------------------
virtual void release();
virtual PxActorType::Enum getType() const { return PxActorType::eRIGID_STATIC; }
//---------------------------------------------------------------------------------
// PxRigidActor implementation
//---------------------------------------------------------------------------------
// Pose
virtual void setGlobalPose(const PxTransform& pose, bool wake);
virtual PxTransform getGlobalPose() const;
//---------------------------------------------------------------------------------
// Miscellaneous
//---------------------------------------------------------------------------------
NpRigidStatic(const PxTransform& pose);
virtual void switchToNoSim();
virtual void switchFromNoSim();
#if PX_CHECKED
bool checkConstraintValidity() const;
#endif
PX_FORCE_INLINE const Scb::Actor& getScbActorFast() const { return mRigidStatic; }
PX_FORCE_INLINE Scb::Actor& getScbActorFast() { return mRigidStatic; }
PX_FORCE_INLINE const Scb::RigidStatic& getScbRigidStaticFast() const { return mRigidStatic; }
PX_FORCE_INLINE Scb::RigidStatic& getScbRigidStaticFast() { return mRigidStatic; }
PX_FORCE_INLINE const PxTransform& getGlobalPoseFast() const { return mRigidStatic.getActor2World(); }
#if PX_ENABLE_DEBUG_VISUALIZATION
public:
void visualize(Cm::RenderOutput& out, NpScene* scene);
#endif
private:
Scb::RigidStatic mRigidStatic;
};
}
#endif