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Diffstat (limited to 'APEX_1.4/include/PhysXObjectDesc.h')
| -rw-r--r-- | APEX_1.4/include/PhysXObjectDesc.h | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/APEX_1.4/include/PhysXObjectDesc.h b/APEX_1.4/include/PhysXObjectDesc.h new file mode 100644 index 00000000..f3666b98 --- /dev/null +++ b/APEX_1.4/include/PhysXObjectDesc.h @@ -0,0 +1,102 @@ +/* + * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, 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. + */ + + +#ifndef PHYS_XOBJECT_DESC_H +#define PHYS_XOBJECT_DESC_H + +/*! +\file +\brief class PhysXObjectDesc +*/ + +#include "ApexUsingNamespace.h" + +namespace nvidia +{ +namespace apex +{ + +class Actor; + +PX_PUSH_PACK_DEFAULT + +/** + * \brief PhysX object descriptor + * + * Class which describes how a PhysX object is being used by APEX. Data access is + * non virtual for performance reasons. + */ +class PhysXObjectDesc +{ +protected: + /** + \brief Object interaction flags + + These flags determine how this PhysX object should interact with user callbacks. For + instance whether contact callbacks with the object should be ignored. + */ + uint32_t mFlags; + + enum + { + TRANSFORM = (1U << 31), //!< If set, ignore this object's xform in active actor callbacks + RAYCASTS = (1U << 30), //!< If set, ignore this object in raycasts + CONTACTS = (1U << 29) //!< If set, ignore this object in contact callbacks + }; + + +public: + /** \brief Returns the number of Actors associated with the PhysX object */ + virtual uint32_t getApexActorCount() const = 0; + /** \brief Returns the indexed Actor pointer */ + virtual const Actor* getApexActor(uint32_t i) const = 0; + + /** \brief Returns whether this object's xform should be ignored */ + bool ignoreTransform() const + { + return (mFlags & (uint32_t)TRANSFORM) ? true : false; + } + /** \brief Returns whether this object should be ignored by raycasts */ + bool ignoreRaycasts() const + { + return (mFlags & (uint32_t)RAYCASTS) ? true : false; + } + /** \brief Returns whether this object should be ignored by contact report callbacks */ + bool ignoreContacts() const + { + return (mFlags & (uint32_t)CONTACTS) ? true : false; + } + /** \brief Returns a user defined status bit */ + bool getUserDefinedFlag(uint32_t index) const + { + return (mFlags & (uint32_t)(1 << index)) ? true : false; + } + + /** + \brief User data, for use by APEX + + For internal use by APEX. Please do not modify this field. You may use the PhysX object + userData or Actor userData field. + */ + void* userData; +}; + +// To get owning Actor's authorable object type name: +// getActor()->getOwner()->getAuthObjName(); +// To get owning Actor's authorable object type ID: +// getActor()->getOwner()->getAuthObjType(); + +PX_POP_PACK + +} +} // end namespace nvidia::apex + +#endif // PHYS_XOBJECT_DESC_H |