// 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. #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& /*jointIndices*/, Ps::Array& /*managerIter*/, PxU32 /*uniqueId*/){} virtual void removeJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/, Ps::Array& /*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