234 lines
6.6 KiB
C++
234 lines
6.6 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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#include "common/PxBase.h"
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#include "geometry/PxConvexMesh.h"
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#include "geometry/PxTriangleMesh.h"
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#include "geometry/PxHeightField.h"
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#include "extensions/PxJoint.h"
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#include "extensions/PxConstraintExt.h"
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#include "extensions/PxCollectionExt.h"
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#include "PxShape.h"
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#include "PxMaterial.h"
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#include "PxArticulation.h"
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#include "PxAggregate.h"
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#include "PxPhysics.h"
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#include "PxScene.h"
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#include "PxPruningStructure.h"
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#include "PsArray.h"
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using namespace physx;
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void PxCollectionExt::releaseObjects(PxCollection& collection, bool releaseExclusiveShapes)
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{
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shdfnd::Array<PxBase*> releasableObjects;
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for (PxU32 i = 0; i < collection.getNbObjects(); ++i)
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{
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PxBase* s = &collection.getObject(i);
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// pruning structure must be released before its actors
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if(s->is<PxPruningStructure>())
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{
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if(!releasableObjects.empty())
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{
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PxBase* first = releasableObjects[0];
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releasableObjects.pushBack(first);
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releasableObjects[0] = s;
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}
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}
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else
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{
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if (s->isReleasable() && (releaseExclusiveShapes || !s->is<PxShape>() || !s->is<PxShape>()->isExclusive()))
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releasableObjects.pushBack(s);
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}
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}
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for (PxU32 i = 0; i < releasableObjects.size(); ++i)
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releasableObjects[i]->release();
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while (collection.getNbObjects() > 0)
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collection.remove(collection.getObject(0));
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}
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void PxCollectionExt::remove(PxCollection& collection, PxType concreteType, PxCollection* to)
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{
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shdfnd::Array<PxBase*> removeObjects;
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for (PxU32 i = 0; i < collection.getNbObjects(); i++)
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{
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PxBase& object = collection.getObject(i);
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if(concreteType == object.getConcreteType())
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{
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if(to)
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to->add(object);
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removeObjects.pushBack(&object);
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}
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}
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for (PxU32 i = 0; i < removeObjects.size(); ++i)
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collection.remove(*removeObjects[i]);
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}
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PxCollection* PxCollectionExt::createCollection(PxPhysics& physics)
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{
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PxCollection* collection = PxCreateCollection();
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if (!collection)
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return NULL;
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// Collect convexes
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{
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shdfnd::Array<PxConvexMesh*> objects(physics.getNbConvexMeshes());
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const PxU32 nb = physics.getConvexMeshes(objects.begin(), objects.size());
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PX_ASSERT(nb == objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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collection->add(*objects[i]);
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}
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// Collect triangle meshes
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{
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shdfnd::Array<PxTriangleMesh*> objects(physics.getNbTriangleMeshes());
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const PxU32 nb = physics.getTriangleMeshes(objects.begin(), objects.size());
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PX_ASSERT(nb == objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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collection->add(*objects[i]);
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}
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// Collect heightfields
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{
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shdfnd::Array<PxHeightField*> objects(physics.getNbHeightFields());
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const PxU32 nb = physics.getHeightFields(objects.begin(), objects.size());
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PX_ASSERT(nb == objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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collection->add(*objects[i]);
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}
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// Collect materials
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{
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shdfnd::Array<PxMaterial*> objects(physics.getNbMaterials());
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const PxU32 nb = physics.getMaterials(objects.begin(), objects.size());
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PX_ASSERT(nb == objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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collection->add(*objects[i]);
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}
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// Collect shapes
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{
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shdfnd::Array<PxShape*> objects(physics.getNbShapes());
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const PxU32 nb = physics.getShapes(objects.begin(), objects.size());
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PX_ASSERT(nb == objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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collection->add(*objects[i]);
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}
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return collection;
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}
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PxCollection* PxCollectionExt::createCollection(PxScene& scene)
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{
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PxCollection* collection = PxCreateCollection();
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if (!collection)
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return NULL;
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// Collect actors
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{
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PxActorTypeFlags selectionFlags = PxActorTypeFlag::eRIGID_STATIC | PxActorTypeFlag::eRIGID_DYNAMIC;
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shdfnd::Array<PxActor*> objects(scene.getNbActors(selectionFlags));
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const PxU32 nb = scene.getActors(selectionFlags, objects.begin(), objects.size());
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PX_ASSERT(nb==objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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collection->add(*objects[i]);
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}
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// Collect constraints
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{
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shdfnd::Array<PxConstraint*> objects(scene.getNbConstraints());
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const PxU32 nb = scene.getConstraints(objects.begin(), objects.size());
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PX_ASSERT(nb==objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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{
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PxU32 typeId;
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PxJoint* joint = reinterpret_cast<PxJoint*>(objects[i]->getExternalReference(typeId));
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if(typeId == PxConstraintExtIDs::eJOINT)
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collection->add(*joint);
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}
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}
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// Collect articulations
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{
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shdfnd::Array<PxArticulationBase*> objects(scene.getNbArticulations());
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const PxU32 nb = scene.getArticulations(objects.begin(), objects.size());
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PX_ASSERT(nb==objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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collection->add(*objects[i]);
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}
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// Collect aggregates
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{
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shdfnd::Array<PxAggregate*> objects(scene.getNbAggregates());
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const PxU32 nb = scene.getAggregates(objects.begin(), objects.size());
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PX_ASSERT(nb==objects.size());
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PX_UNUSED(nb);
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for(PxU32 i=0;i<objects.size();i++)
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collection->add(*objects[i]);
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}
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return collection;
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}
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