diff options
| 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/NpShapeManager.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/NpShapeManager.h')
| -rw-r--r-- | PhysX_3.4/Source/PhysX/src/NpShapeManager.h | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/PhysX/src/NpShapeManager.h b/PhysX_3.4/Source/PhysX/src/NpShapeManager.h new file mode 100644 index 00000000..d7d22ea6 --- /dev/null +++ b/PhysX_3.4/Source/PhysX/src/NpShapeManager.h @@ -0,0 +1,126 @@ +// 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_SHAPE_MANAGER +#define PX_PHYSICS_NP_SHAPE_MANAGER + +#include "NpShape.h" +#include "CmPtrTable.h" + +#if PX_ENABLE_DEBUG_VISUALIZATION +#include "CmRenderOutput.h" +#endif + +namespace physx +{ + +namespace Sq +{ + typedef size_t PrunerData; + class SceneQueryManager; + class PruningStructure; +} + +class NpScene; + +class NpShapeManager : 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 + static void getBinaryMetaData(PxOutputStream& stream); + NpShapeManager(const PxEMPTY); + void exportExtraData(PxSerializationContext& stream); + void importExtraData(PxDeserializationContext& context); +//~PX_SERIALIZATION + NpShapeManager(); + ~NpShapeManager(); + + PX_FORCE_INLINE PxU32 getNbShapes() const { return mShapes.getCount(); } + PX_FORCE_INLINE NpShape* const* getShapes() const { return reinterpret_cast<NpShape*const*>(mShapes.getPtrs()); } + PxU32 getShapes(PxShape** buffer, PxU32 bufferSize, PxU32 startIndex=0) const; + + void attachShape(NpShape& shape, PxRigidActor& actor); + void detachShape(NpShape& s, PxRigidActor &actor, bool wakeOnLostTouch); + bool shapeIsAttached(NpShape& s) const; + void detachAll(NpScene *scene); + + void teardownSceneQuery(Sq::SceneQueryManager& sqManager, const NpShape& shape); + void setupSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, const NpShape& shape); + + PX_FORCE_INLINE void setPrunerData(PxU32 index, Sq::PrunerData data) + { + PX_ASSERT(index<getNbShapes()); + mSceneQueryData.getPtrs()[index] = reinterpret_cast<void*>(data); + } + + PX_FORCE_INLINE Sq::PrunerData getPrunerData(PxU32 index) const + { + PX_ASSERT(index<getNbShapes()); + return Sq::PrunerData(mSceneQueryData.getPtrs()[index]); + } + + void setupAllSceneQuery(NpScene* scene, const PxRigidActor& actor, bool hasPrunerStructure, const PxBounds3* bounds=NULL); + void teardownAllSceneQuery(Sq::SceneQueryManager& sqManager); + void markAllSceneQueryForUpdate(Sq::SceneQueryManager& shapeManager); + + Sq::PrunerData findSceneQueryData(const NpShape& shape) const; + + PxBounds3 getWorldBounds(const PxRigidActor&) const; + + PX_FORCE_INLINE void setPruningStructure(Sq::PruningStructure* ps) { mPruningStructure = ps; } + PX_FORCE_INLINE Sq::PruningStructure* getPruningStructure() const { return mPruningStructure; } + + void clearShapesOnRelease(Scb::Scene& s, PxRigidActor&); + void releaseExclusiveUserReferences(); + +#if PX_ENABLE_DEBUG_VISUALIZATION + void visualize(Cm::RenderOutput& out, NpScene* scene, const PxRigidActor& actor); +#endif + // for batching + PX_FORCE_INLINE const Cm::PtrTable& getShapeTable() const { return mShapes; } +protected: + void setupSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, PxU32 index); + void teardownSceneQuery(Sq::SceneQueryManager& sqManager, PxU32 index); + + // PT: TODO: revisit this. We don't need two arrays. + Cm::PtrTable mShapes; + Cm::PtrTable mSceneQueryData; // 1-1 correspondence with shapes - TODO: allocate on scene insertion or combine with the shape array for better caching + Sq::PruningStructure* mPruningStructure; // Shape scene query data are pre-build in pruning structure +}; + +} + +#endif |