// 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) 2008-2017 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_CLIENT #define PX_PHYSICS_CLIENT #include "PxScene.h" #include "CmPhysXCommon.h" #include "PsUserAllocated.h" namespace physx { namespace Sc { class Client : public Ps::UserAllocated { public: Client() : activeTransforms (PX_DEBUG_EXP("clientActiveTransforms")), activeActors (PX_DEBUG_EXP("clientActiveActors")), posePreviewBodies (PX_DEBUG_EXP("clientPosePreviewBodies")), posePreviewBuffer (PX_DEBUG_EXP("clientPosePreviewBuffer")), behaviorFlags (0), simulationEventCallback (NULL), broadPhaseCallback (NULL) {} Ps::Array activeTransforms; Ps::Array activeActors; Ps::Array posePreviewBodies; // buffer for bodies that requested early report of the integrated pose (eENABLE_POSE_INTEGRATION_PREVIEW). // This buffer gets exposed to users. Is officially accessible from PxSimulationEventCallback::onAdvance() // until the next simulate()/advance(). Ps::Array posePreviewBuffer; // buffer of newly integrated poses for the bodies that requested a preview. This buffer gets exposed // to users. PxClientBehaviorFlags behaviorFlags;// Tracks behavior bits for clients. // User callbacks PxSimulationEventCallback* simulationEventCallback; PxBroadPhaseCallback* broadPhaseCallback; }; } // namespace Sc } #endif