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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 /PhysX_3.4/Include/PxAggregate.h
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PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 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_NX_AGGREGATE
+#define PX_PHYSICS_NX_AGGREGATE
+
+/** \addtogroup physics
+@{
+*/
+
+#include "PxPhysXConfig.h"
+#include "common/PxBase.h"
+
+
+#if !PX_DOXYGEN
+namespace physx
+{
+#endif
+
+class PxActor;
+
+/**
+\brief Class to aggregate actors into a single broad-phase entry.
+
+A PxAggregate object is a collection of PxActors, which will exist as a single entry in the
+broad-phase structures. This has 3 main benefits:
+
+1) it reduces "broad phase pollution" by allowing a collection of spatially coherent broad-phase
+entries to be replaced by a single aggregated entry (e.g. a ragdoll or a single actor with a
+large number of attached shapes).
+
+2) it reduces broad-phase memory usage
+
+3) filtering can be optimized a lot if self-collisions within an aggregate are not needed. For
+ example if you don't need collisions between ragdoll bones, it's faster to simply disable
+ filtering once and for all, for the aggregate containing the ragdoll, rather than filtering
+ out each bone-bone collision in the filter shader.
+
+@see PxActor, PxPhysics.createAggregate
+*/
+
+class PxAggregate : public PxBase
+{
+public:
+
+ /**
+ \brief Deletes the aggregate object.
+
+ Deleting the PxAggregate object does not delete the aggregated actors. If the PxAggregate object
+ belongs to a scene, the aggregated actors are automatically re-inserted in that scene. If you intend
+ to delete both the PxAggregate and its actors, it is best to release the actors first, then release
+ the PxAggregate when it is empty.
+ */
+ virtual void release() = 0;
+
+ /**
+ \brief Adds an actor to the aggregate object.
+
+ A warning is output if the total number of actors is reached, or if the incoming actor already belongs
+ to an aggregate.
+
+ If the aggregate belongs to a scene, adding an actor to the aggregate also adds the actor to that scene.
+
+ If the actor already belongs to a scene, a warning is output and the call is ignored. You need to remove
+ the actor from the scene first, before adding it to the aggregate.
+
+ \param [in] actor The actor that should be added to the aggregate
+ return true if success
+ */
+ virtual bool addActor(PxActor& actor) = 0;
+
+ /**
+ \brief Removes an actor from the aggregate object.
+
+ A warning is output if the incoming actor does not belong to the aggregate. Otherwise the actor is
+ removed from the aggregate. If the aggregate belongs to a scene, the actor is reinserted in that
+ scene. If you intend to delete the actor, it is best to call #PxActor::release() directly. That way
+ the actor will be automatically removed from its aggregate (if any) and not reinserted in a scene.
+
+ \param [in] actor The actor that should be removed from the aggregate
+ return true if success
+ */
+ virtual bool removeActor(PxActor& actor) = 0;
+
+ /**
+ \brief Adds an articulation to the aggregate object.
+
+ A warning is output if the total number of actors is reached (every articulation link counts as an actor),
+ or if the incoming articulation already belongs to an aggregate.
+
+ If the aggregate belongs to a scene, adding an articulation to the aggregate also adds the articulation to that scene.
+
+ If the articulation already belongs to a scene, a warning is output and the call is ignored. You need to remove
+ the articulation from the scene first, before adding it to the aggregate.
+
+ \param [in] articulation The articulation that should be added to the aggregate
+ return true if success
+ */
+ virtual bool addArticulation(PxArticulation& articulation) = 0;
+
+ /**
+ \brief Removes an articulation from the aggregate object.
+
+ A warning is output if the incoming articulation does not belong to the aggregate. Otherwise the articulation is
+ removed from the aggregate. If the aggregate belongs to a scene, the articulation is reinserted in that
+ scene. If you intend to delete the articulation, it is best to call #PxArticulation::release() directly. That way
+ the articulation will be automatically removed from its aggregate (if any) and not reinserted in a scene.
+
+ \param [in] articulation The articulation that should be removed from the aggregate
+ return true if success
+ */
+ virtual bool removeArticulation(PxArticulation& articulation) = 0;
+
+ /**
+ \brief Returns the number of actors contained in the aggregate.
+
+ You can use #getActors() to retrieve the actor pointers.
+
+ \return Number of actors contained in the aggregate.
+
+ @see PxActor getActors()
+ */
+ virtual PxU32 getNbActors() const = 0;
+
+ /**
+ \brief Retrieves max amount of actors that can be contained in the aggregate.
+
+ \return Max aggregate size.
+
+ @see PxPhysics::createAggregate()
+ */
+ virtual PxU32 getMaxNbActors() const = 0;
+
+ /**
+ \brief Retrieve all actors contained in the aggregate.
+
+ You can retrieve the number of actor pointers by calling #getNbActors()
+
+ \param[out] userBuffer The buffer to store the actor pointers.
+ \param[in] bufferSize Size of provided user buffer.
+ \param[in] startIndex Index of first actor pointer to be retrieved
+ \return Number of actor pointers written to the buffer.
+
+ @see PxShape getNbShapes()
+ */
+ virtual PxU32 getActors(PxActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const = 0;
+
+ /**
+ \brief Retrieves the scene which this aggregate belongs to.
+
+ \return Owner Scene. NULL if not part of a scene.
+
+ @see PxScene
+ */
+ virtual PxScene* getScene() = 0;
+
+ /**
+ \brief Retrieves aggregate's self-collision flag.
+
+ \return self-collision flag
+ */
+ virtual bool getSelfCollision() const = 0;
+
+ virtual const char* getConcreteTypeName() const { return "PxAggregate"; }
+
+protected:
+ PX_INLINE PxAggregate(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {}
+ PX_INLINE PxAggregate(PxBaseFlags baseFlags) : PxBase(baseFlags) {}
+ virtual ~PxAggregate() {}
+ virtual bool isKindOf(const char* name) const { return !::strcmp("PxAggregate", name) || PxBase::isKindOf(name); }
+};
+
+#if !PX_DOXYGEN
+} // namespace physx
+#endif
+
+/** @} */
+#endif