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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#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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