152 lines
6.8 KiB
C++
152 lines
6.8 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_META_DATA_PVD_BINDING_H
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#define PX_META_DATA_PVD_BINDING_H
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#if PX_SUPPORT_PVD
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#include "PxPhysXConfig.h"
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#include "PsArray.h"
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namespace physx
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{
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namespace pvdsdk
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{
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class PsPvd;
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class PvdDataStream;
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struct PvdMetaDataBindingData;
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}
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}
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namespace physx
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{
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namespace Sc
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{
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struct Contact;
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}
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namespace Vd
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{
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using namespace physx::pvdsdk;
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class PvdVisualizer
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{
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protected:
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virtual ~PvdVisualizer()
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{
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}
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public:
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virtual void visualize(PxArticulationLink& link) = 0;
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};
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class PvdMetaDataBinding
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{
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PvdMetaDataBindingData* mBindingData;
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public:
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PvdMetaDataBinding();
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~PvdMetaDataBinding();
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void registerSDKProperties(PvdDataStream& inStream);
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void sendAllProperties(PvdDataStream& inStream, const PxPhysics& inPhysics);
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void sendAllProperties(PvdDataStream& inStream, const PxScene& inScene);
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// per frame update
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void sendBeginFrame(PvdDataStream& inStream, const PxScene* inScene, PxReal simulateElapsedTime);
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void sendContacts(PvdDataStream& inStream, const PxScene& inScene, shdfnd::Array<Sc::Contact>& inContacts);
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void sendContacts(PvdDataStream& inStream, const PxScene& inScene);
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void sendStats(PvdDataStream& inStream, const PxScene* inScene);
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void sendSceneQueries(PvdDataStream& inStream, const PxScene& inScene, PsPvd* pvd);
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void sendEndFrame(PvdDataStream& inStream, const PxScene* inScene);
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void createInstance(PvdDataStream& inStream, const PxMaterial& inMaterial, const PxPhysics& ownerPhysics);
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void sendAllProperties(PvdDataStream& inStream, const PxMaterial& inMaterial);
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void destroyInstance(PvdDataStream& inStream, const PxMaterial& inMaterial, const PxPhysics& ownerPhysics);
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void createInstance(PvdDataStream& inStream, const PxHeightField& inData, const PxPhysics& ownerPhysics);
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void sendAllProperties(PvdDataStream& inStream, const PxHeightField& inData);
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void destroyInstance(PvdDataStream& inStream, const PxHeightField& inData, const PxPhysics& ownerPhysics);
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void createInstance(PvdDataStream& inStream, const PxConvexMesh& inData, const PxPhysics& ownerPhysics);
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void destroyInstance(PvdDataStream& inStream, const PxConvexMesh& inData, const PxPhysics& ownerPhysics);
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void createInstance(PvdDataStream& inStream, const PxTriangleMesh& inData, const PxPhysics& ownerPhysics);
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void destroyInstance(PvdDataStream& inStream, const PxTriangleMesh& inData, const PxPhysics& ownerPhysics);
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void createInstance(PvdDataStream& inStream, const PxRigidStatic& inObj, const PxScene& ownerScene, const PxPhysics& ownerPhysics, PsPvd* pvd);
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void sendAllProperties(PvdDataStream& inStream, const PxRigidStatic& inObj);
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void destroyInstance(PvdDataStream& inStream, const PxRigidStatic& inObj, const PxScene& ownerScene);
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void createInstance(PvdDataStream& inStream, const PxRigidDynamic& inObj, const PxScene& ownerScene, const PxPhysics& ownerPhysics, PsPvd* pvd);
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void sendAllProperties(PvdDataStream& inStream, const PxRigidDynamic& inObj);
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void destroyInstance(PvdDataStream& inStream, const PxRigidDynamic& inObj, const PxScene& ownerScene);
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void createInstance(PvdDataStream& inStream, const PxArticulationBase& inObj, const PxScene& ownerScene, const PxPhysics& ownerPhysics, PsPvd* pvd);
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void sendAllProperties(PvdDataStream& inStream, const PxArticulationBase& inObj);
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void destroyInstance(PvdDataStream& inStream, const PxArticulationBase& inObj, const PxScene& ownerScene);
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void createInstance(PvdDataStream& inStream, const PxArticulationLink& inObj, const PxPhysics& ownerPhysics, PsPvd* pvd);
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void sendAllProperties(PvdDataStream& inStream, const PxArticulationLink& inObj);
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void destroyInstance(PvdDataStream& inStream, const PxArticulationLink& inObj);
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void createInstance(PvdDataStream& inStream, const PxShape& inObj, const PxRigidActor& owner, const PxPhysics& ownerPhysics, PsPvd* pvd);
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void sendAllProperties(PvdDataStream& inStream, const PxShape& inObj);
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void releaseAndRecreateGeometry(PvdDataStream& inStream, const PxShape& inObj, PxPhysics& ownerPhysics, PsPvd* pvd);
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void updateMaterials(PvdDataStream& inStream, const PxShape& inObj, PsPvd* pvd);
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void destroyInstance(PvdDataStream& inStream, const PxShape& inObj, const PxRigidActor& owner);
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// These are created as part of the articulation link's creation process, so outside entities don't need to
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// create them.
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void sendAllProperties(PvdDataStream& inStream, const PxArticulationJointBase& inObj);
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// per frame update
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void updateDynamicActorsAndArticulations(PvdDataStream& inStream, const PxScene* inScene, PvdVisualizer* linkJointViz);
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// Origin Shift
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void originShift(PvdDataStream& inStream, const PxScene* inScene, PxVec3 shift);
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void createInstance(PvdDataStream& inStream, const PxAggregate& inObj, const PxScene& ownerScene);
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void sendAllProperties(PvdDataStream& inStream, const PxAggregate& inObj);
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void destroyInstance(PvdDataStream& inStream, const PxAggregate& inObj, const PxScene& ownerScene);
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void detachAggregateActor(PvdDataStream& inStream, const PxAggregate& inObj, const PxActor& inActor);
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void attachAggregateActor(PvdDataStream& inStream, const PxAggregate& inObj, const PxActor& inActor);
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template <typename TDataType>
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void registrarPhysicsObject(PvdDataStream&, const TDataType&, PsPvd*);
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};
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}
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}
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#endif
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#endif
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