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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/ScSimulationController.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.
+
+#include "PxsSimulationController.h"
+
+#ifndef SC_SIMULATION_CONTROLLER_H
+#define SC_SIMULATION_CONTROLLER_H
+
+
+namespace physx
+{
+
+class PxsHeapMemoryAllocator;
+
+namespace Sc
+{
+ class SimulationController : public PxsSimulationController
+ {
+ PX_NOCOPY(SimulationController)
+ public:
+ SimulationController(PxsSimulationControllerCallback* callback): PxsSimulationController(callback)
+ {
+ }
+
+ virtual ~SimulationController(){}
+ virtual void addJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/, IG::IslandSim& /*islandSim*/, Ps::Array<PxU32, Ps::VirtualAllocator>& /*jointIndices*/,
+ Ps::Array<PxgSolverConstraintManagerConstants, Ps::VirtualAllocator>& /*managerIter*/, PxU32 /*uniqueId*/){}
+ virtual void removeJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/, Ps::Array<PxU32, Ps::VirtualAllocator>& /*jointIndices*/, IG::IslandSim& /*islandSim*/){}
+ virtual void addShape(PxsShapeSim* /*shapeSim*/, const PxU32 /*index*/){}
+ virtual void removeShape(const PxU32 /*index*/){}
+ virtual void addDynamic(PxsRigidBody* /*rigidBody*/, const PxU32 /*nodeIndex*/){}
+ virtual void addDynamics(PxsRigidBody** /*rigidBody*/, const PxU32* /*nodeIndex*/, PxU32 /*nbBodies*/) {}
+ virtual void updateJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/){}
+ virtual void updateBodies(PxsRigidBody** /*rigidBodies*/, PxU32* /*nodeIndices*/, const PxU32 /*nbBodies*/) {}
+ virtual void updateBody(PxsRigidBody* /*rigidBody*/, const PxU32 /*nodeIndex*/) {}
+ virtual void updateBodiesAndShapes(PxBaseTask* /*continuation*/, bool /*extrudeHeightfields*/){}
+ virtual void update(const PxU32 /*bitMapWordCounts*/){}
+ virtual void gpuDmabackData(PxsTransformCache& /*cache*/, Bp::BoundsArray& /*boundArray*/, Cm::BitMapPinned& /*changedAABBMgrHandles*/){}
+ virtual void udpateScBodyAndShapeSim(PxsTransformCache& cache, Bp::BoundsArray& boundArray, PxBaseTask* continuation);
+ virtual PxU32* getActiveBodies() { return NULL; }
+ virtual PxU32* getDeactiveBodies() { return NULL; }
+ virtual PxsBodySim* getBodySims() { return NULL; }
+ virtual PxU32 getNbBodies() { return 0; }
+ virtual PxU32 getNbFrozenShapes() { return 0; }
+ virtual PxU32 getNbUnfrozenShapes() { return 0; }
+
+ virtual PxU32* getUnfrozenShapes() { return NULL; }
+ virtual PxU32* getFrozenShapes() { return NULL; }
+ virtual PxsShapeSim** getShapeSims() { return NULL; }
+ virtual PxU32 getNbShapes() { return 0; }
+
+ virtual void clear() { }
+ virtual void setBounds(Bp::BoundsArray* /*boundArray*/){}
+ virtual void reserve(const PxU32 /*nbBodies*/) {}
+
+ };
+}
+
+}
+
+#endif