102 lines
4.5 KiB
C++
102 lines
4.5 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_NP_AGGREGATE
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#define PX_PHYSICS_NP_AGGREGATE
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#include "CmPhysXCommon.h"
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#include "PxAggregate.h"
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#include "ScbAggregate.h"
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#include "PsUserAllocated.h"
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namespace physx
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{
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class NpScene;
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class NpAggregate : public PxAggregate, public Ps::UserAllocated
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{
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//= ATTENTION! =====================================================================================
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// Changing the data layout of this class breaks the binary serialization format. See comments for
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// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
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// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
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// accordingly.
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//==================================================================================================
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public:
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// PX_SERIALIZATION
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NpAggregate(PxBaseFlags baseFlags) : PxAggregate(baseFlags), mAggregate(PxEmpty) {}
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void preExportDataReset();
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virtual void exportExtraData(PxSerializationContext& context);
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void importExtraData(PxDeserializationContext& context);
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void resolveReferences(PxDeserializationContext& context);
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virtual void requiresObjects(PxProcessPxBaseCallback& c);
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static NpAggregate* createObject(PxU8*& address, PxDeserializationContext& context);
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static void getBinaryMetaData(PxOutputStream& stream);
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//~PX_SERIALIZATION
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NpAggregate(PxU32 maxActors, bool selfCollision);
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virtual ~NpAggregate();
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virtual void release();
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virtual bool addActor(PxActor&, const PxBVHStructure* );
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virtual bool removeActor(PxActor&);
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virtual bool addArticulation(PxArticulationBase&);
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virtual bool removeArticulation(PxArticulationBase&);
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virtual PxU32 getNbActors() const;
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virtual PxU32 getMaxNbActors() const;
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virtual PxU32 getActors(PxActor** userBuffer, PxU32 bufferSize, PxU32 startIndex) const;
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virtual PxScene* getScene();
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virtual bool getSelfCollision() const;
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PX_FORCE_INLINE PxU32 getCurrentSizeFast() const { return mNbActors; }
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PX_FORCE_INLINE PxActor* getActorFast(PxU32 i) const { return mActors[i]; }
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PX_FORCE_INLINE bool getSelfCollideFast() const { return mAggregate.getSelfCollide(); }
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NpScene* getAPIScene() const;
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NpScene* getOwnerScene() const; // the scene the user thinks the actor is in, or from which the actor is pending removal
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void addActorInternal(PxActor& actor, NpScene& s, const PxBVHStructure* bvhStructure);
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void removeAndReinsert(PxActor& actor, bool reinsert);
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bool removeActorAndReinsert(PxActor& actor, bool reinsert);
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bool removeArticulationAndReinsert(PxArticulationBase& art, bool reinsert);
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PX_FORCE_INLINE Scb::Aggregate& getScbAggregate() { return mAggregate; }
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private:
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Scb::Aggregate mAggregate;
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PxU32 mNbActors;
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PxActor** mActors;
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};
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}
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#endif
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