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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/src/ScShapeSim.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_SCP_SHAPESIM
+#define PX_PHYSICS_SCP_SHAPESIM
+
+#include "ScElementSim.h"
+#include "ScShapeCore.h"
+#include "CmPtrTable.h"
+#include "ScRigidSim.h"
+#include "PxsShapeSim.h"
+
+namespace physx
+{
+
+ class PxsTransformCache;
+namespace Gu
+{
+ class TriangleMesh;
+ class HeightField;
+}
+
+/** Simulation object corresponding to a shape core object. This object is created when
+ a ShapeCore object is added to the simulation, and destroyed when it is removed
+*/
+
+struct PxsRigidCore;
+
+namespace Sc
+{
+
+ class RigidSim;
+ class ShapeCore;
+ class Scene;
+ class BodySim;
+ class StaticSim;
+
+ PX_ALIGN_PREFIX(16)
+ class ShapeSim : public ElementSim
+ {
+ ShapeSim &operator=(const ShapeSim &);
+ public:
+
+ // passing in a pointer for the shape to output its bounds allows us not to have to compute them twice.
+ // A neater way to do this would be to ask the AABB Manager for the bounds after the shape has been
+ // constructed, but there is currently no spec for what the AABBMgr is allowed to do with the bounds,
+ // hence better not to assume anything.
+
+ ShapeSim(RigidSim&, const ShapeCore& core);
+ virtual ~ShapeSim();
+
+ // ElementSim
+ virtual void getFilterInfo(PxFilterObjectAttributes& filterAttr, PxFilterData& filterData) const;
+ //~ElementSim
+
+ void reinsertBroadPhase();
+
+ PX_FORCE_INLINE const ShapeCore& getCore() const { return mCore; }
+
+ // TODO: compile time coupling
+
+ PX_INLINE PxGeometryType::Enum getGeometryType() const { return mCore.getGeometryType(); }
+
+ // This is just for getting a reference for the user, so we cast away const-ness
+
+ PX_INLINE PxShape* getPxShape() const { return const_cast<PxShape*>(mCore.getPxShape()); }
+
+ PX_FORCE_INLINE PxReal getRestOffset() const { return mCore.getRestOffset(); }
+ PX_FORCE_INLINE PxU32 getFlags() const { return mCore.getFlags(); }
+ PX_FORCE_INLINE PxReal getContactOffset() const { return mCore.getContactOffset(); }
+
+ PX_FORCE_INLINE RigidSim& getRbSim() const { return static_cast<RigidSim&>(getActor()); }
+ BodySim* getBodySim() const;
+
+ PxsRigidCore& getPxsRigidCore() const;
+ bool actorIsDynamic() const;
+
+ void onFilterDataChange();
+ void onRestOffsetChange();
+ void onFlagChange(PxShapeFlags oldFlags);
+ void onResetFiltering();
+ void onVolumeOrTransformChange(bool asPartOfActorTransformChange, bool forceBoundsUpdate = false);
+ void onMaterialChange(); // remove when material properties are gone from PxcNpWorkUnit
+ void onContactOffsetChange();
+
+ void getAbsPoseAligned(PxTransform* PX_RESTRICT globalPose) const;
+
+ PX_FORCE_INLINE PxU32 getID() const { return mId; }
+ PX_FORCE_INLINE PxU32 getTransformCacheID() const { return getElementID(); }
+
+ void removeFromBroadPhase(bool wakeOnLostTouch);
+
+ void createSqBounds();
+ void destroySqBounds();
+
+ PX_FORCE_INLINE PxU32 getSqBoundsId() const { return mSqBoundsId; }
+ PX_FORCE_INLINE void setSqBoundsId(PxU32 id) { mSqBoundsId = id; }
+
+ void updateCached(PxU32 transformCacheFlags, Cm::BitMapPinned* shapeChangedMap);
+ void updateCached(PxsTransformCache& transformCache, Bp::BoundsArray& boundsArray);
+ void updateContactDistance(PxReal* contactDistance, const PxReal inflation, const PxVec3 angVel, const PxReal dt, Bp::BoundsArray& boundsArray);
+ Ps::IntBool updateSweptBounds();
+
+ PX_FORCE_INLINE PxsShapeSim& getLLShapeSim() { return mLLShape; }
+ private:
+ PxsShapeSim mLLShape;
+ const ShapeCore& mCore;
+ PxU32 mId;
+ PxU32 mSqBoundsId;
+
+ PX_FORCE_INLINE void internalAddToBroadPhase();
+ PX_FORCE_INLINE void internalRemoveFromBroadPhase();
+ void initSubsystemsDependingOnElementID();
+ }
+ PX_ALIGN_SUFFIX(16);
+
+#if !PX_P64_FAMILY
+// PX_COMPILE_TIME_ASSERT(32==sizeof(Sc::ShapeSim)); // after removing bounds from shapes
+// PX_COMPILE_TIME_ASSERT((sizeof(Sc::ShapeSim) % 16) == 0); // aligned mem bounds are better for prefetching
+#endif
+
+} // namespace Sc
+
+}
+
+#endif