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<h1>PxSceneLock.h</h1><a href="PxSceneLock_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">//  * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">//    notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">//  * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">//    notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">//    documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">//  * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">//    contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">//    from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  </span>
<a name="l00029"></a>00029 
<a name="l00030"></a>00030 
<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_NX_SCENELOCK</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_SCENELOCK</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxScene_8h.html">PxScene.h</a>"</span>
<a name="l00039"></a>00039 
<a name="l00040"></a>00040 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00041"></a>00041 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00042"></a>00042 {
<a name="l00043"></a>00043 <span class="preprocessor">#endif</span>
<a name="l00044"></a>00044 <span class="preprocessor"></span>
<a name="l00055"></a><a class="code" href="classPxSceneReadLock.html">00055</a> <span class="keyword">class </span><a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>
<a name="l00056"></a>00056 {
<a name="l00057"></a>00057     <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>(<span class="keyword">const</span> <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>&amp;);
<a name="l00058"></a>00058     <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>&amp; operator=(<span class="keyword">const</span> <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>&amp;);
<a name="l00059"></a>00059 
<a name="l00060"></a>00060 <span class="keyword">public</span>:
<a name="l00061"></a>00061     
<a name="l00068"></a><a class="code" href="classPxSceneReadLock.html#c6f82c5407164675be3fc767c4e9cecd">00068</a>     <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>(<a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene, <span class="keyword">const</span> <span class="keywordtype">char</span>* file=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> line=0)
<a name="l00069"></a>00069         : mScene(scene)
<a name="l00070"></a>00070     {
<a name="l00071"></a>00071         mScene.lockRead(file, line);
<a name="l00072"></a>00072     }
<a name="l00073"></a>00073 
<a name="l00074"></a><a class="code" href="classPxSceneReadLock.html#c2c7cda40fe1ebcb45a8c771ab00644f">00074</a>     ~<a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>()
<a name="l00075"></a>00075     {
<a name="l00076"></a>00076         mScene.unlockRead();
<a name="l00077"></a>00077     }
<a name="l00078"></a>00078 
<a name="l00079"></a>00079 <span class="keyword">private</span>:
<a name="l00080"></a>00080 
<a name="l00081"></a><a class="code" href="classPxSceneReadLock.html#7ab5a151068accac3c32694c01b40a34">00081</a>     <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; mScene;
<a name="l00082"></a>00082 };
<a name="l00083"></a>00083 
<a name="l00094"></a><a class="code" href="classPxSceneWriteLock.html">00094</a> <span class="keyword">class </span><a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>
<a name="l00095"></a>00095 {
<a name="l00096"></a>00096     <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>(<span class="keyword">const</span> <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>&amp;);
<a name="l00097"></a>00097     <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>&amp; operator=(<span class="keyword">const</span> <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>&amp;);
<a name="l00098"></a>00098 
<a name="l00099"></a>00099 <span class="keyword">public</span>:
<a name="l00100"></a>00100 
<a name="l00107"></a><a class="code" href="classPxSceneWriteLock.html#3171b8380aa5aecf8f80fcffb347290a">00107</a>     <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>(<a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene, <span class="keyword">const</span> <span class="keywordtype">char</span>* file=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> line=0)
<a name="l00108"></a>00108         : mScene(scene)
<a name="l00109"></a>00109     {
<a name="l00110"></a>00110         mScene.lockWrite(file, line);
<a name="l00111"></a>00111     }
<a name="l00112"></a>00112 
<a name="l00113"></a><a class="code" href="classPxSceneWriteLock.html#35e6e8dc88be6e7dfcc1567181af09d3">00113</a>     ~<a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>()
<a name="l00114"></a>00114     {
<a name="l00115"></a>00115         mScene.unlockWrite();
<a name="l00116"></a>00116     }
<a name="l00117"></a>00117 
<a name="l00118"></a>00118 <span class="keyword">private</span>:
<a name="l00119"></a>00119 
<a name="l00120"></a><a class="code" href="classPxSceneWriteLock.html#ce8fdd1122b661e18b2bcec225ede3a9">00120</a>     <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; mScene;
<a name="l00121"></a>00121 };
<a name="l00122"></a>00122 
<a name="l00123"></a>00123 
<a name="l00124"></a>00124 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00125"></a>00125 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00126"></a>00126 <span class="preprocessor">#endif</span>
<a name="l00127"></a>00127 <span class="preprocessor"></span>
<a name="l00129"></a>00129 <span class="preprocessor">#endif</span>
</pre></div></div>

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