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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
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| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/PxAggregate.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Include/PxAggregate.h')
| -rw-r--r-- | PhysX_3.4/Include/PxAggregate.h | 205 |
1 files changed, 205 insertions, 0 deletions
diff --git a/PhysX_3.4/Include/PxAggregate.h b/PhysX_3.4/Include/PxAggregate.h new file mode 100644 index 00000000..a5ac6845 --- /dev/null +++ b/PhysX_3.4/Include/PxAggregate.h @@ -0,0 +1,205 @@ +// 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 |