Projekt_Grafika/dependencies/physx-4.1/source/simulationcontroller/include/ScPhysics.h
Jakub Adamski f5087ee7b6 new repo
2021-01-29 17:02:11 +01:00

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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_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<PxActor*>(sc, scRigidStatic2PxActor); }
PX_FORCE_INLINE PxActor* convertScRigidDynamic2PxActor(BodyCore* sc) const { return Ps::pointerOffset<PxActor*>(sc, scRigidDynamic2PxActor); }
PX_FORCE_INLINE PxActor* convertScArticulationLink2PxActor(BodyCore* sc) const { return Ps::pointerOffset<PxActor*>(sc, scArticulationLink2PxActor); }
PX_FORCE_INLINE PxShape* convertScShape2Px(ShapeCore* sc) const { return Ps::pointerOffset<PxShape*>(sc, scShape2Px); }
PX_FORCE_INLINE const PxShape* convertScShape2Px(const ShapeCore* sc) const { return Ps::pointerOffset<const PxShape*>(sc, scShape2Px); }
PX_FORCE_INLINE PxConstraint* convertScConstraint2Px(ConstraintCore* sc) const { return Ps::pointerOffset<PxConstraint*>(sc, scConstraint2Px); }
PX_FORCE_INLINE const PxConstraint* convertScConstraint2Px(const ConstraintCore* sc) const { return Ps::pointerOffset<const PxConstraint*>(sc, scConstraint2Px); }
PX_FORCE_INLINE PxArticulationBase* convertScArticulation2Px(ArticulationCore* sc, bool isRC) const
{
ptrdiff_t sc2Px = isRC ? scArticulationRC2Px : scArticulationMC2Px;
return Ps::pointerOffset<PxArticulationBase*>(sc, sc2Px);
}
PX_FORCE_INLINE const PxArticulationBase* convertScArticulation2Px(const ArticulationCore* sc, bool isRC) const
{
ptrdiff_t sc2Px = isRC ? scArticulationRC2Px : scArticulationMC2Px;
return Ps::pointerOffset<const PxArticulationBase*>(sc, sc2Px);
}
PX_FORCE_INLINE PxArticulationJointBase* convertScArticulationJoint2Px(ArticulationJointCore* sc, bool isRC) const
{
ptrdiff_t sc2Px = isRC ? scArticulationJointRC2Px : scArticulationJointMC2Px;
return Ps::pointerOffset<PxArticulationJointBase*>(sc, sc2Px);
}
PX_FORCE_INLINE const PxArticulationJointBase* convertScArticulationJoint2Px(const ArticulationJointCore* sc, bool isRC) const
{
ptrdiff_t sc2Px = isRC ? scArticulationJointRC2Px : scArticulationJointMC2Px;
return Ps::pointerOffset<const PxArticulationJointBase*>(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