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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_SCP_SHAPEITERATOR
#define PX_PHYSICS_SCP_SHAPEITERATOR

#include "foundation/PxVec3.h"
#include "ScActorSim.h"
#include "ScShapeSim.h"

namespace physx
{
namespace Sc
{
	class ShapeIterator
	{
		public:
		PX_FORCE_INLINE					ShapeIterator(const Sc::ActorSim& actorSim)
										{ 
											mCurrent = const_cast<ElementSim*>(actorSim.getElements_());
										}

		PX_INLINE		Sc::ShapeSim*	getNext()
										{ 
											while(1)
											{
												if(!mCurrent)
													return NULL;
												ElementSim* element = mCurrent;
												mCurrent = mCurrent->mNextInActor;
												if(element->getElementType() == Sc::ElementType::eSHAPE)	// PT: this can also be a particle packet!
													return static_cast<Sc::ShapeSim*>(element);
											}
										}
		private:
						ElementSim*		mCurrent;
	};

}  // namespace Sc

}

#endif