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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/Source/PhysX/src/NpAggregate.h
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physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
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_NP_AGGREGATE
+#define PX_PHYSICS_NP_AGGREGATE
+
+#include "CmPhysXCommon.h"
+#include "PxAggregate.h"
+#include "ScbAggregate.h"
+#include "PsUserAllocated.h"
+
+namespace physx
+{
+
+class NpScene;
+
+class NpAggregate : public PxAggregate, 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
+ NpAggregate(PxBaseFlags baseFlags) : PxAggregate(baseFlags), mAggregate(PxEmpty) {}
+ virtual void exportExtraData(PxSerializationContext& stream);
+ void importExtraData(PxDeserializationContext& context);
+ void resolveReferences(PxDeserializationContext& context);
+ virtual void requires(PxProcessPxBaseCallback& c);
+ static NpAggregate* createObject(PxU8*& address, PxDeserializationContext& context);
+ static void getBinaryMetaData(PxOutputStream& stream);
+//~PX_SERIALIZATION
+ NpAggregate(PxU32 maxActors, bool selfCollision);
+ virtual ~NpAggregate();
+
+ virtual void release();
+ virtual bool addActor(PxActor&);
+ virtual bool removeActor(PxActor&);
+ virtual bool addArticulation(PxArticulation&);
+ virtual bool removeArticulation(PxArticulation&);
+
+ virtual PxU32 getNbActors() const;
+ virtual PxU32 getMaxNbActors() const;
+ virtual PxU32 getActors(PxActor** userBuffer, PxU32 bufferSize, PxU32 startIndex) const;
+
+ virtual PxScene* getScene();
+ virtual bool getSelfCollision() const;
+
+ PX_FORCE_INLINE PxU32 getCurrentSizeFast() const { return mNbActors; }
+ PX_FORCE_INLINE PxActor* getActorFast(PxU32 i) const { return mActors[i]; }
+ PX_FORCE_INLINE bool getSelfCollideFast() const { return mAggregate.getSelfCollide(); }
+
+ NpScene* getAPIScene() const;
+ NpScene* getOwnerScene() const; // the scene the user thinks the actor is in, or from which the actor is pending removal
+
+ void addActorInternal(PxActor& actor, NpScene& s);
+ void removeAndReinsert(PxActor& actor, bool reinsert);
+ bool removeActorAndReinsert(PxActor& actor, bool reinsert);
+ bool removeArticulationAndReinsert(PxArticulation& art, bool reinsert);
+
+ PX_FORCE_INLINE Scb::Aggregate& getScbAggregate() { return mAggregate; }
+
+private:
+ Scb::Aggregate mAggregate;
+ PxU32 mNbActors;
+ PxActor** mActors;
+};
+
+}
+
+#endif