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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/MirrorScene.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, related documentation
+ * and any modifications thereto. Any use, reproduction, disclosure or
+ * distribution of this software and related documentation without an express
+ * license agreement from NVIDIA CORPORATION is strictly prohibited.
+ */
+
+
+#ifndef MIRROR_SCENE_H
+
+#define MIRROR_SCENE_H
+
+/*!
+\file
+\brief classes MirrorScene, MirrorScene::MirrorFilter
+*/
+
+#include "ApexDefs.h"
+#include "ApexUsingNamespace.h"
+#include "foundation/PxPreprocessor.h"
+
+
+namespace nvidia
+{
+ namespace apex
+ {
+
+ /**
+ \brief MirrorScene is used to create a selected mirrored copy of a primary scene. Works only with PhysX 3.x
+ */
+ class MirrorScene
+ {
+ public:
+ /**
+ \brief MirrorFilter is a callback interface implemented by the application to confirm which actors and shapes are, or are not, replicated into the mirrored scene
+ */
+ class MirrorFilter
+ {
+ public:
+ /**
+ \brief The application returns true if this actor should be mirrored into the secondary mirrored scene.
+
+ \param[in] actor A const reference to the actor in the primary scene to be considered mirrored into the secondary scene.
+ */
+ virtual bool shouldMirror(const PxActor &actor) = 0;
+
+ /**
+ \brief The application returns true if this shape should be mirrored into the secondary mirrored scene.
+
+ \param[in] shape A const reference to the shape in the primary scene to be considered mirrored into the secondary scene.
+ */
+ virtual bool shouldMirror(const PxShape &shape) = 0;
+
+ /**
+ \brief Affords the application with an opportunity to modify the contents/state of the shape before is placed into the mirrored scene.
+
+ \param[in] shape A reference to the shape that is about to be placed into the mirrored scene.
+ */
+ virtual void reviseMirrorShape(physx::PxShape &shape) = 0;
+
+ /**
+ \brief Affords the application with an opportunity to modify the contents/state of the actor before is placed into the mirrored scene.
+
+ \param[in] actor A reference to the actor that is about to be placed into the mirrored scene
+ */
+ virtual void reviseMirrorActor(physx::PxActor &actor) = 0;
+ };
+
+ /**
+ \brief SynchronizePrimaryScene updates the positions of the objects around the camera relative to the static and dynamic distances specified
+ These objects are then put in a thread safe queue to be processed when the mirror scene synchronize is called
+
+ \param[in] cameraPos The current position of the camera relative to where objects are being mirrored
+ */
+ virtual void synchronizePrimaryScene(const PxVec3 &cameraPos) = 0;
+
+ /**
+ \brief Processes the updates to get this mirrored scene to reflect the subset of the
+ primary scene that is being mirrored. Completely thread safe, assumes that
+ the primary scene and mirrored scene are most likely being run be completely
+ separate threads.
+ */
+ virtual void synchronizeMirrorScene(void) = 0;
+
+ /**
+ \brief Releases the MirrorScene class and all associated mirrored objects; it is important to not that this does *not* release
+ the actual APEX scnee; simply the MirrorScene helper class.
+ */
+ virtual void release(void) = 0;
+
+ };
+
+ }; // end of apex namespace
+}; // end of physx namespace
+
+#endif