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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) 2008-2018 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_SC_PHYSICS
#define PX_PHYSICS_SC_PHYSICS
#include "PxPhysics.h"
#include "PxScene.h"
#include "PsUserAllocated.h"
#include "CmPhysXCommon.h"
#include "PsBasicTemplates.h"
#include "PxActor.h"
namespace physx
{
namespace cloth
{
class Factory;
}
class PxMaterial;
class PxTolerancesScale;
struct PxvOffsetTable;
#if PX_SUPPORT_GPU_PHYSX
class PxPhysXGpu;
#endif
namespace Sc
{
class Scene;
class StaticCore;
class RigidCore;
class BodyCore;
class ArticulationCore;
class ConstraintCore;
class ParticleSystemCore;
class ClothCore;
class ShapeCore;
struct OffsetTable
{
PX_FORCE_INLINE OffsetTable() {}
PX_FORCE_INLINE PxActor* convertScRigidStatic2PxActor(StaticCore* sc) const { return Ps::pointerOffset<PxActor*>(sc, scRigidStatic2PxActor); }
PX_FORCE_INLINE PxActor* convertScRigidDynamic2PxActor(BodyCore* sc) const { return Ps::pointerOffset<PxActor*>(sc, scRigidDynamic2PxActor); }
PX_FORCE_INLINE PxActor* convertScArticulationLink2PxActor(BodyCore* sc) const { return Ps::pointerOffset<PxActor*>(sc, scArticulationLink2PxActor); }
PX_FORCE_INLINE PxShape* convertScShape2Px(ShapeCore* sc) const { return Ps::pointerOffset<PxShape*>(sc, scShape2Px); }
PX_FORCE_INLINE const PxShape* convertScShape2Px(const ShapeCore* sc) const { return Ps::pointerOffset<const PxShape*>(sc, scShape2Px); }
PX_FORCE_INLINE PxArticulation* convertScArticulation2Px(ArticulationCore* sc) const { return Ps::pointerOffset<PxArticulation*>(sc, scArticulation2Px); }
PX_FORCE_INLINE const PxArticulation* convertScArticulation2Px(const ArticulationCore* sc) const { return Ps::pointerOffset<const PxArticulation*>(sc, scArticulation2Px); }
PX_FORCE_INLINE PxConstraint* convertScConstraint2Px(ConstraintCore* sc) const { return Ps::pointerOffset<PxConstraint*>(sc, scConstraint2Px); }
PX_FORCE_INLINE const PxConstraint* convertScConstraint2Px(const ConstraintCore* sc) const { return Ps::pointerOffset<const PxConstraint*>(sc, scConstraint2Px); }
PX_FORCE_INLINE PxParticleFluid* convertScParticleSystem2PxParticleFluid(ParticleSystemCore* sc) const { return Ps::pointerOffset<PxParticleFluid*>(sc, scParticleSystem2PxParticleFluid); }
PX_FORCE_INLINE PxParticleSystem* convertScParticleSystem2Px(ParticleSystemCore* sc) const { return Ps::pointerOffset<PxParticleSystem*>(sc, scParticleSystem2Px); }
PX_FORCE_INLINE PxCloth* convertScCloth2Px(ClothCore* sc) const { return Ps::pointerOffset<PxCloth*>(sc, scCloth2Px); }
ptrdiff_t scRigidStatic2PxActor;
ptrdiff_t scRigidDynamic2PxActor;
ptrdiff_t scArticulationLink2PxActor;
ptrdiff_t scShape2Px;
ptrdiff_t scArticulation2Px;
ptrdiff_t scConstraint2Px;
ptrdiff_t scParticleSystem2PxParticleFluid;
ptrdiff_t scParticleSystem2Px;
ptrdiff_t scCloth2Px;
ptrdiff_t scCore2PxActor[PxActorType::eACTOR_COUNT];
};
extern OffsetTable gOffsetTable;
class Physics : public Ps::UserAllocated
{
public:
PX_FORCE_INLINE static Physics& getInstance() { return *mInstance; }
Physics(const PxTolerancesScale&, const PxvOffsetTable& pxvOffsetTable);
~Physics(); // use release() instead
public:
void release();
PX_FORCE_INLINE const PxTolerancesScale& getTolerancesScale() const { return mScale; }
#if PX_USE_CLOTH_API
void registerCloth();
PX_FORCE_INLINE bool hasLowLevelClothFactory() const { return mLowLevelClothFactory != 0; }
PX_FORCE_INLINE cloth::Factory& getLowLevelClothFactory() { PX_ASSERT(mLowLevelClothFactory); return *mLowLevelClothFactory; }
#endif
private:
PxTolerancesScale mScale;
static Physics* mInstance;
cloth::Factory* mLowLevelClothFactory;
public:
static const PxReal sWakeCounterOnCreation;
};
} // namespace Sc
}
#endif
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