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//
// 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 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
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