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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_SCB_RIGID_STATIC
+#define PX_PHYSICS_SCB_RIGID_STATIC
+
+#include "ScStaticCore.h"
+#include "ScbScene.h"
+#include "ScbActor.h"
+#include "ScbRigidObject.h"
+
+namespace physx
+{
+
+namespace Scb
+{
+
+#if PX_VC
+ #pragma warning(push)
+ #pragma warning( disable : 4324 ) // Padding was added at the end of a structure because of a __declspec(align) value.
+#endif
+
+struct RigidStaticBuffer : public RigidObjectBuffer
+{
+ template <PxU32 I, PxU32 Dummy> struct Fns {}; // TODO: make the base class traits visible
+ typedef Sc::StaticCore Core;
+ typedef RigidStaticBuffer Buf;
+
+ // regular attributes
+ enum { BF_Base = RigidObjectBuffer::AttrCount };
+ SCB_REGULAR_ATTRIBUTE_ALIGNED(BF_Base, PxTransform, Actor2World, 16)
+};
+
+#if PX_VC
+ #pragma warning(pop)
+#endif
+
+
+class RigidStatic : public Scb::RigidObject
+{
+//= ATTENTION! =====================================================================================
+// Changing the data layout of this class breaks the binary serialization format. See comments for
+// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
+// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
+// accordingly.
+//==================================================================================================
+
+ typedef RigidStaticBuffer Buf;
+ typedef Sc::StaticCore Core;
+
+public:
+// PX_SERIALIZATION
+ RigidStatic(const PxEMPTY) : Scb::RigidObject(PxEmpty), mStatic(PxEmpty) {}
+ static void getBinaryMetaData(PxOutputStream& stream);
+//~PX_SERIALIZATION
+ PX_INLINE RigidStatic(const PxTransform& actor2World);
+ PX_INLINE ~RigidStatic() {}
+
+ PX_INLINE const PxTransform& getActor2World() const { return read<Buf::BF_Actor2World>(); }
+ PX_INLINE void setActor2World(const PxTransform& m) { write<Buf::BF_Actor2World>(m); }
+
+ PX_FORCE_INLINE void onOriginShift(const PxVec3& shift) { mStatic.onOriginShift(shift); }
+
+ //---------------------------------------------------------------------------------
+ // Data synchronization
+ //---------------------------------------------------------------------------------
+ PX_INLINE void syncState();
+
+ static size_t getScOffset()
+ {
+ return reinterpret_cast<size_t>(&reinterpret_cast<RigidStatic*>(0)->mStatic);
+ }
+
+ PX_FORCE_INLINE Sc::StaticCore& getScStatic() { return mStatic; }
+
+ PX_FORCE_INLINE void initBufferedState() {}
+
+private:
+ Sc::StaticCore mStatic;
+
+ PX_FORCE_INLINE const Buf* getRigidActorBuffer() const { return reinterpret_cast<const Buf*>(getStream()); }
+ PX_FORCE_INLINE Buf* getRigidActorBuffer() { return reinterpret_cast<Buf*>(getStream()); }
+
+ //---------------------------------------------------------------------------------
+ // Infrastructure for regular attributes
+ //---------------------------------------------------------------------------------
+
+ struct Access: public BufferedAccess<Buf, Core, RigidStatic> {};
+
+ template<PxU32 f> PX_FORCE_INLINE typename Buf::Fns<f,0>::Arg read() const { return Access::read<Buf::Fns<f,0> >(*this, mStatic); }
+ template<PxU32 f> PX_FORCE_INLINE void write(typename Buf::Fns<f,0>::Arg v) { Access::write<Buf::Fns<f,0> >(*this, mStatic, v); }
+ template<PxU32 f> PX_FORCE_INLINE void flush(const Buf& buf) { Access::flush<Buf::Fns<f,0> >(*this, mStatic, buf); }
+
+};
+
+RigidStatic::RigidStatic(const PxTransform& actor2World) :
+ mStatic(actor2World)
+{
+ setScbType(ScbType::RIGID_STATIC);
+}
+
+
+//--------------------------------------------------------------
+//
+// Data synchronization
+//
+//--------------------------------------------------------------
+
+PX_INLINE void RigidStatic::syncState()
+{
+ PxU32 bufferFlags = getBufferFlags();
+
+ if (bufferFlags & Buf::BF_ActorFlags)
+ syncNoSimSwitch(*getRigidActorBuffer(), mStatic, false);
+
+ RigidObject::syncState();
+
+ if (bufferFlags & Buf::BF_Actor2World)
+ flush<Buf::BF_Actor2World>(*getRigidActorBuffer());
+
+ postSyncState();
+}
+
+} // namespace Scb
+
+}
+
+#endif