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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.
#include "PxsSimulationController.h"
#ifndef SC_SIMULATION_CONTROLLER_H
#define SC_SIMULATION_CONTROLLER_H
namespace physx
{
class PxsHeapMemoryAllocator;
namespace Sc
{
class SimulationController : public PxsSimulationController
{
PX_NOCOPY(SimulationController)
public:
SimulationController(PxsSimulationControllerCallback* callback): PxsSimulationController(callback)
{
}
virtual ~SimulationController(){}
virtual void addJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/, IG::IslandSim& /*islandSim*/, Ps::Array<PxU32, Ps::VirtualAllocator>& /*jointIndices*/,
Ps::Array<PxgSolverConstraintManagerConstants, Ps::VirtualAllocator>& /*managerIter*/, PxU32 /*uniqueId*/){}
virtual void removeJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/, Ps::Array<PxU32, Ps::VirtualAllocator>& /*jointIndices*/, IG::IslandSim& /*islandSim*/){}
virtual void addShape(PxsShapeSim* /*shapeSim*/, const PxU32 /*index*/){}
virtual void removeShape(const PxU32 /*index*/){}
virtual void addDynamic(PxsRigidBody* /*rigidBody*/, const PxU32 /*nodeIndex*/){}
virtual void addDynamics(PxsRigidBody** /*rigidBody*/, const PxU32* /*nodeIndex*/, PxU32 /*nbBodies*/) {}
virtual void updateJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/){}
virtual void updateBodies(PxsRigidBody** /*rigidBodies*/, PxU32* /*nodeIndices*/, const PxU32 /*nbBodies*/) {}
virtual void updateBody(PxsRigidBody* /*rigidBody*/, const PxU32 /*nodeIndex*/) {}
virtual void updateBodiesAndShapes(PxBaseTask* /*continuation*/, bool /*extrudeHeightfields*/){}
virtual void update(const PxU32 /*bitMapWordCounts*/){}
virtual void gpuDmabackData(PxsTransformCache& /*cache*/, Bp::BoundsArray& /*boundArray*/, Cm::BitMapPinned& /*changedAABBMgrHandles*/){}
virtual void udpateScBodyAndShapeSim(PxsTransformCache& cache, Bp::BoundsArray& boundArray, PxBaseTask* continuation);
virtual PxU32* getActiveBodies() { return NULL; }
virtual PxU32* getDeactiveBodies() { return NULL; }
virtual PxsBodySim* getBodySims() { return NULL; }
virtual PxU32 getNbBodies() { return 0; }
virtual PxU32 getNbFrozenShapes() { return 0; }
virtual PxU32 getNbUnfrozenShapes() { return 0; }
virtual PxU32* getUnfrozenShapes() { return NULL; }
virtual PxU32* getFrozenShapes() { return NULL; }
virtual PxsShapeSim** getShapeSims() { return NULL; }
virtual PxU32 getNbShapes() { return 0; }
virtual void clear() { }
virtual void setBounds(Bp::BoundsArray* /*boundArray*/){}
virtual void reserve(const PxU32 /*nbBodies*/) {}
};
}
}
#endif
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