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

221 lines
9.2 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_SHAPE
#define PX_PHYSICS_NP_SHAPE
#include "common/PxMetaData.h"
#include "PxShape.h"
#include "buffering/ScbShape.h"
namespace physx
{
struct NpInternalShapeFlag
{
enum Enum
{
eEXCLUSIVE = (1<<0)
};
};
/**
\brief collection of set bits defined in PxShapeFlag.
@see PxShapeFlag
*/
typedef PxFlags<NpInternalShapeFlag::Enum,PxU8> NpInternalShapeFlags;
PX_FLAGS_OPERATORS(NpInternalShapeFlag::Enum,PxU8)
class NpScene;
class NpShapeManager;
namespace Scb
{
class Scene;
class RigidObject;
}
namespace Sc
{
class MaterialCore;
}
class NpShape : public PxShape, 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
NpShape(PxBaseFlags baseFlags);
void preExportDataReset();
virtual void exportExtraData(PxSerializationContext& context);
void importExtraData(PxDeserializationContext& context);
virtual void requiresObjects(PxProcessPxBaseCallback& c);
void resolveReferences(PxDeserializationContext& context);
static NpShape* createObject(PxU8*& address, PxDeserializationContext& context);
static void getBinaryMetaData(PxOutputStream& stream);
//~PX_SERIALIZATION
NpShape(const PxGeometry& geometry,
PxShapeFlags shapeFlags,
const PxU16* materialIndices,
PxU16 materialCount,
bool isExclusive);
virtual ~NpShape();
//---------------------------------------------------------------------------------
// PxShape implementation
//---------------------------------------------------------------------------------
virtual void release(); //!< call to release from actor
virtual PxU32 getReferenceCount() const;
virtual void acquireReference();
virtual PxGeometryType::Enum getGeometryType() const;
virtual void setGeometry(const PxGeometry&);
virtual PxGeometryHolder getGeometry() const;
virtual bool getBoxGeometry(PxBoxGeometry&) const;
virtual bool getSphereGeometry(PxSphereGeometry&) const;
virtual bool getCapsuleGeometry(PxCapsuleGeometry&) const;
virtual bool getPlaneGeometry(PxPlaneGeometry&) const;
virtual bool getConvexMeshGeometry(PxConvexMeshGeometry& g) const;
virtual bool getTriangleMeshGeometry(PxTriangleMeshGeometry& g) const;
virtual bool getHeightFieldGeometry(PxHeightFieldGeometry& g) const;
virtual PxRigidActor* getActor() const;
virtual void setLocalPose(const PxTransform& pose);
virtual PxTransform getLocalPose() const;
virtual void setSimulationFilterData(const PxFilterData& data);
virtual PxFilterData getSimulationFilterData() const;
virtual void setQueryFilterData(const PxFilterData& data);
virtual PxFilterData getQueryFilterData() const;
virtual void setMaterials(PxMaterial*const* materials, PxU16 materialCount);
virtual PxU16 getNbMaterials() const;
virtual PxU32 getMaterials(PxMaterial** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const;
virtual PxMaterial* getMaterialFromInternalFaceIndex(PxU32 faceIndex) const;
virtual void setContactOffset(PxReal);
virtual PxReal getContactOffset() const;
virtual void setRestOffset(PxReal);
virtual PxReal getRestOffset() const;
virtual void setTorsionalPatchRadius(PxReal);
virtual PxReal getTorsionalPatchRadius() const;
virtual void setMinTorsionalPatchRadius(PxReal);
virtual PxReal getMinTorsionalPatchRadius() const;
virtual void setFlag(PxShapeFlag::Enum flag, bool value);
virtual void setFlags( PxShapeFlags inFlags );
virtual PxShapeFlags getFlags() const;
virtual bool isExclusive() const;
virtual void setName(const char* debugName);
virtual const char* getName() const;
//---------------------------------------------------------------------------------
// RefCountable implementation
//---------------------------------------------------------------------------------
// Ref counting for shapes works like this:
// * for exclusive shapes the actor has a counted reference
// * for shared shapes, each actor has a counted reference, and the user has a counted reference
// * for either kind, each instance of the shape in a scene (i.e. each shapeSim) causes the reference count to be incremented by 1.
// Because these semantics aren't clear to users, this reference count should not be exposed in the API
virtual void onRefCountZero();
//---------------------------------------------------------------------------------
// Miscellaneous
//---------------------------------------------------------------------------------
void setFlagsInternal( PxShapeFlags inFlags );
PX_FORCE_INLINE PxShapeFlags getFlagsFast() const { return mShape.getFlags(); }
PX_FORCE_INLINE PxShapeFlags getFlagsUnbuffered() const { return mShape.getScShape().getFlags(); }
PX_FORCE_INLINE PxGeometryType::Enum getGeometryTypeFast() const { return mShape.getGeometryType(); }
PX_FORCE_INLINE const Gu::GeometryUnion& getGeometryFast() const { return mShape.getGeometryUnion(); }
PX_FORCE_INLINE const PxTransform& getLocalPoseFast() const { return mShape.getShape2Actor(); }
PX_FORCE_INLINE PxU32 getActorCount() const { return PxU32(mExclusiveAndActorCount & ACTOR_COUNT_MASK); }
PX_FORCE_INLINE PxI32 isExclusiveFast() const { return mExclusiveAndActorCount & EXCLUSIVE_MASK; }
PX_FORCE_INLINE const PxFilterData& getQueryFilterDataFast() const
{
return mShape.getScShape().getQueryFilterData(); // PT: this one doesn't need double-buffering
}
PX_FORCE_INLINE const Scb::Shape& getScbShape() const { return mShape; }
PX_FORCE_INLINE Scb::Shape& getScbShape() { return mShape; }
PX_INLINE PxMaterial* getMaterial(PxU32 index) const { return mShape.getMaterial(index); }
static bool checkMaterialSetup(const PxGeometry& geom, const char* errorMsgPrefix, PxMaterial*const* materials, PxU16 materialCount);
void onActorAttach(PxRigidActor& actor);
void onActorDetach();
// These methods are used only for sync'ing, and may only be called on exclusive shapes since only exclusive shapes have buffering
Sc::RigidCore& getScRigidObjectExclusive() const;
void releaseInternal();
NpScene* getOwnerScene() const; // same distinctions as for NpActor
private:
NpScene* getAPIScene() const;
void incMeshRefCount();
void decMeshRefCount();
Cm::RefCountable* getMeshRefCountable();
bool isWritable();
void updateSQ(const char* errorMessage);
PxRigidActor* mActor; // Auto-resolving refs breaks DLL loading for some reason
Scb::Shape mShape;
const char* mName;
static const PxI32 EXCLUSIVE_MASK = 0x80000000;
static const PxI32 ACTOR_COUNT_MASK = 0x7fffffff;
volatile PxI32 mExclusiveAndActorCount;
};
}
#endif