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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_CLIENT
#define PX_PHYSICS_CLIENT
#include "PxScene.h"
#include "CmPhysXCommon.h"
#include "PsUserAllocated.h"
namespace physx
{
namespace Sc
{
class Client : public Ps::UserAllocated
{
public:
Client() :
activeTransforms (PX_DEBUG_EXP("clientActiveTransforms")),
activeActors (PX_DEBUG_EXP("clientActiveActors")),
posePreviewBodies (PX_DEBUG_EXP("clientPosePreviewBodies")),
posePreviewBuffer (PX_DEBUG_EXP("clientPosePreviewBuffer")),
behaviorFlags (0),
simulationEventCallback (NULL),
broadPhaseCallback (NULL)
{}
Ps::Array<PxActiveTransform> activeTransforms;
Ps::Array<PxActor*> activeActors;
Ps::Array<const PxRigidBody*> posePreviewBodies; // buffer for bodies that requested early report of the integrated pose (eENABLE_POSE_INTEGRATION_PREVIEW).
// This buffer gets exposed to users. Is officially accessible from PxSimulationEventCallback::onAdvance()
// until the next simulate()/advance().
Ps::Array<PxTransform> posePreviewBuffer; // buffer of newly integrated poses for the bodies that requested a preview. This buffer gets exposed
// to users.
PxClientBehaviorFlags behaviorFlags;// Tracks behavior bits for clients.
// User callbacks
PxSimulationEventCallback* simulationEventCallback;
PxBroadPhaseCallback* broadPhaseCallback;
};
} // namespace Sc
}
#endif
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