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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/SimulationController/include/ScPhysics.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/SimulationController/include/ScPhysics.h')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/include/ScPhysics.h | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/include/ScPhysics.h b/PhysX_3.4/Source/SimulationController/include/ScPhysics.h new file mode 100644 index 00000000..62a41e28 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/include/ScPhysics.h @@ -0,0 +1,137 @@ +// 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_SC_PHYSICS +#define PX_PHYSICS_SC_PHYSICS + +#include "PxPhysics.h" +#include "PxScene.h" +#include "PsUserAllocated.h" +#include "CmPhysXCommon.h" +#include "PsBasicTemplates.h" +#include "PxActor.h" + +namespace physx +{ + +namespace cloth +{ +class Factory; +} + + +class PxMaterial; +class PxTolerancesScale; +struct PxvOffsetTable; + +#if PX_SUPPORT_GPU_PHYSX +class PxPhysXGpu; +#endif + +namespace Sc +{ + class Scene; + class StaticCore; + class RigidCore; + class BodyCore; + class ArticulationCore; + class ConstraintCore; + class ParticleSystemCore; + class ClothCore; + class ShapeCore; + + struct OffsetTable + { + PX_FORCE_INLINE OffsetTable() {} + + PX_FORCE_INLINE PxActor* convertScRigidStatic2PxActor(StaticCore* sc) const { return Ps::pointerOffset<PxActor*>(sc, scRigidStatic2PxActor); } + PX_FORCE_INLINE PxActor* convertScRigidDynamic2PxActor(BodyCore* sc) const { return Ps::pointerOffset<PxActor*>(sc, scRigidDynamic2PxActor); } + PX_FORCE_INLINE PxActor* convertScArticulationLink2PxActor(BodyCore* sc) const { return Ps::pointerOffset<PxActor*>(sc, scArticulationLink2PxActor); } + + PX_FORCE_INLINE PxShape* convertScShape2Px(ShapeCore* sc) const { return Ps::pointerOffset<PxShape*>(sc, scShape2Px); } + PX_FORCE_INLINE const PxShape* convertScShape2Px(const ShapeCore* sc) const { return Ps::pointerOffset<const PxShape*>(sc, scShape2Px); } + + PX_FORCE_INLINE PxArticulation* convertScArticulation2Px(ArticulationCore* sc) const { return Ps::pointerOffset<PxArticulation*>(sc, scArticulation2Px); } + PX_FORCE_INLINE const PxArticulation* convertScArticulation2Px(const ArticulationCore* sc) const { return Ps::pointerOffset<const PxArticulation*>(sc, scArticulation2Px); } + + PX_FORCE_INLINE PxConstraint* convertScConstraint2Px(ConstraintCore* sc) const { return Ps::pointerOffset<PxConstraint*>(sc, scConstraint2Px); } + PX_FORCE_INLINE const PxConstraint* convertScConstraint2Px(const ConstraintCore* sc) const { return Ps::pointerOffset<const PxConstraint*>(sc, scConstraint2Px); } + + PX_FORCE_INLINE PxParticleFluid* convertScParticleSystem2PxParticleFluid(ParticleSystemCore* sc) const { return Ps::pointerOffset<PxParticleFluid*>(sc, scParticleSystem2PxParticleFluid); } + PX_FORCE_INLINE PxParticleSystem* convertScParticleSystem2Px(ParticleSystemCore* sc) const { return Ps::pointerOffset<PxParticleSystem*>(sc, scParticleSystem2Px); } + + PX_FORCE_INLINE PxCloth* convertScCloth2Px(ClothCore* sc) const { return Ps::pointerOffset<PxCloth*>(sc, scCloth2Px); } + + ptrdiff_t scRigidStatic2PxActor; + ptrdiff_t scRigidDynamic2PxActor; + ptrdiff_t scArticulationLink2PxActor; + ptrdiff_t scShape2Px; + ptrdiff_t scArticulation2Px; + ptrdiff_t scConstraint2Px; + ptrdiff_t scParticleSystem2PxParticleFluid; + ptrdiff_t scParticleSystem2Px; + ptrdiff_t scCloth2Px; + + ptrdiff_t scCore2PxActor[PxActorType::eACTOR_COUNT]; + }; + extern OffsetTable gOffsetTable; + + class Physics : public Ps::UserAllocated + { + public: + PX_FORCE_INLINE static Physics& getInstance() { return *mInstance; } + + Physics(const PxTolerancesScale&, const PxvOffsetTable& pxvOffsetTable); + ~Physics(); // use release() instead + public: + void release(); + + PX_FORCE_INLINE const PxTolerancesScale& getTolerancesScale() const { return mScale; } + +#if PX_USE_CLOTH_API + void registerCloth(); + PX_FORCE_INLINE bool hasLowLevelClothFactory() const { return mLowLevelClothFactory != 0; } + PX_FORCE_INLINE cloth::Factory& getLowLevelClothFactory() { PX_ASSERT(mLowLevelClothFactory); return *mLowLevelClothFactory; } +#endif + + private: + PxTolerancesScale mScale; + static Physics* mInstance; + cloth::Factory* mLowLevelClothFactory; + + public: + static const PxReal sWakeCounterOnCreation; + }; + +} // namespace Sc + +} + +#endif |