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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/NpShapeManager.h
downloadphysx-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]
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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_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