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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/SimulationController/include/ScPhysics.h
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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_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