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// 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.
#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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