GRK/dependencies/physx-4.1/source/simulationcontroller/include/ScShapeCore.h

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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_SCP_SHAPECORE
#define PX_PHYSICS_SCP_SHAPECORE
#include "PsUserAllocated.h"
#include "GuGeometryUnion.h"
#include "PxvGeometry.h"
#include "PsUtilities.h"
#include "PxFiltering.h"
#include "PxShape.h"
namespace physx
{
class PxShape;
namespace Sc
{
class Scene;
class RigidCore;
class BodyCore;
class ShapeSim;
class MaterialCore;
class ShapeCore : public Ps::UserAllocated
{
//= 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
ShapeCore(const PxEMPTY);
void exportExtraData(PxSerializationContext& stream);
void importExtraData(PxDeserializationContext& context);
void resolveReferences(PxDeserializationContext& context);
static void getBinaryMetaData(PxOutputStream& stream);
void resolveMaterialReference(PxU32 materialTableIndex, PxU16 materialIndex);
//~PX_SERIALIZATION
ShapeCore(const PxGeometry& geometry,
PxShapeFlags shapeFlags,
const PxU16* materialIndices,
PxU16 materialCount);
~ShapeCore();
PX_FORCE_INLINE PxGeometryType::Enum getGeometryType() const { return mCore.geometry.getType(); }
PxShape* getPxShape();
const PxShape* getPxShape() const;
PX_FORCE_INLINE const Gu::GeometryUnion& getGeometryUnion() const { return mCore.geometry; }
PX_FORCE_INLINE const PxGeometry& getGeometry() const { return mCore.geometry.getGeometry(); }
void setGeometry(const PxGeometry& geom);
PxU16 getNbMaterialIndices() const;
const PxU16* getMaterialIndices() const;
void setMaterialIndices(const PxU16* materialIndices, PxU16 materialIndexCount);
PX_FORCE_INLINE const PxTransform& getShape2Actor() const { return mCore.transform; }
PX_FORCE_INLINE void setShape2Actor(const PxTransform& s2b) { mCore.transform = s2b; }
PX_FORCE_INLINE const PxFilterData& getSimulationFilterData() const { return mSimulationFilterData; }
PX_FORCE_INLINE void setSimulationFilterData(const PxFilterData& data) { mSimulationFilterData = data; }
// PT: this one doesn't need double buffering
PX_FORCE_INLINE const PxFilterData& getQueryFilterData() const { return mQueryFilterData; }
PX_FORCE_INLINE void setQueryFilterData(const PxFilterData& data) { mQueryFilterData = data; }
PX_FORCE_INLINE PxReal getContactOffset() const { return mCore.contactOffset; }
PX_FORCE_INLINE void setContactOffset(PxReal offset) { mCore.contactOffset = offset; }
PX_FORCE_INLINE PxReal getRestOffset() const { return mRestOffset; }
PX_FORCE_INLINE void setRestOffset(PxReal offset) { mRestOffset = offset; }
PX_FORCE_INLINE PxReal getTorsionalPatchRadius() const { return mTorsionalRadius; }
PX_FORCE_INLINE void setTorsionalPatchRadius(PxReal tpr) { mTorsionalRadius = tpr; }
PX_FORCE_INLINE PxReal getMinTorsionalPatchRadius() const {return mMinTorsionalPatchRadius; }
PX_FORCE_INLINE void setMinTorsionalPatchRadius(PxReal radius) { mMinTorsionalPatchRadius = radius; }
PX_FORCE_INLINE PxShapeFlags getFlags() const { return PxShapeFlags(mCore.mShapeFlags); }
PX_FORCE_INLINE void setFlags(PxShapeFlags f) { mCore.mShapeFlags = f; }
PX_FORCE_INLINE const PxsShapeCore& getCore() const { return mCore; }
static PX_FORCE_INLINE ShapeCore& getCore(PxsShapeCore& core)
{
size_t offset = PX_OFFSET_OF(ShapeCore, mCore);
return *reinterpret_cast<ShapeCore*>(reinterpret_cast<PxU8*>(&core) - offset);
}
protected:
PxFilterData mQueryFilterData; // Query filter data PT: TODO: consider moving this to SceneQueryShapeData
PxFilterData mSimulationFilterData; // Simulation filter data
PxsShapeCore PX_ALIGN(16, mCore);
PxReal mRestOffset; // same as the API property of the same name
PxReal mTorsionalRadius;
PxReal mMinTorsionalPatchRadius;
};
} // namespace Sc
}
#endif