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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/PhysX/src/NpAggregate.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/Source/PhysX/src/NpAggregate.h')
| -rw-r--r-- | PhysX_3.4/Source/PhysX/src/NpAggregate.h | 100 |
1 files changed, 100 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/PhysX/src/NpAggregate.h b/PhysX_3.4/Source/PhysX/src/NpAggregate.h new file mode 100644 index 00000000..fb2af9c6 --- /dev/null +++ b/PhysX_3.4/Source/PhysX/src/NpAggregate.h @@ -0,0 +1,100 @@ +// 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 |