// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef __APEX_SCENE_CACHED_DATA_H__ #define __APEX_SCENE_CACHED_DATA_H__ #include "ApexUsingNamespace.h" #include "PxSimpleTypes.h" #include "PxFileBuf.h" #include "PsUserAllocated.h" #include "PsArray.h" #include "ApexSDKCachedData.h" namespace nvidia { namespace apex { class ApexScene; class ModuleSceneIntl; /** Cached data is stored per-module. */ class ModuleCachedDataIntl : public ModuleCachedData { public: virtual AuthObjTypeID getModuleID() const = 0; virtual NvParameterized::Interface* getCachedDataForAssetAtScale(Asset& asset, const PxVec3& scale) = 0; virtual PxFileBuf& serialize(PxFileBuf& stream) const = 0; virtual PxFileBuf& deserialize(PxFileBuf& stream) = 0; virtual void clear(bool force = true) = 0; // If force == false, data in use by actors will not be deleted }; //************************************************************************************************************************** //************************************************************************************************************************** //**** APEX SCENE CACHED DATA //************************************************************************************************************************** //************************************************************************************************************************** class ApexSDKCachedDataImpl : public ApexSDKCachedData, public UserAllocated { public: bool registerModuleDataCache(ModuleCachedDataIntl* cache); bool unregisterModuleDataCache(ModuleCachedDataIntl* cache); // ApexSDKCachedData interface ApexSDKCachedDataImpl(); virtual ~ApexSDKCachedDataImpl(); virtual ModuleCachedData* getCacheForModule(AuthObjTypeID moduleID); virtual PxFileBuf& serialize(PxFileBuf& stream) const; virtual PxFileBuf& deserialize(PxFileBuf& stream); virtual void clear(bool force = true); struct Version { enum Enum { First = 0, Count, Current = Count - 1 }; }; // Data physx::Array mModuleCaches; }; } } // end namespace nvidia::apex #endif // __APEX_SCENE_CACHED_DATA_H__