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physx/source/simulationcontroller/include/ScShapeCore.h
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138
physx/source/simulationcontroller/include/ScShapeCore.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_SCP_SHAPECORE
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#define PX_PHYSICS_SCP_SHAPECORE
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#include "PsUserAllocated.h"
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#include "GuGeometryUnion.h"
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#include "PxvGeometry.h"
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#include "PsUtilities.h"
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#include "PxFiltering.h"
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#include "PxShape.h"
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namespace physx
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{
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class PxShape;
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namespace Sc
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{
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class Scene;
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class RigidCore;
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class BodyCore;
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class ShapeSim;
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class MaterialCore;
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class ShapeCore : public Ps::UserAllocated
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{
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//= ATTENTION! =====================================================================================
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// Changing the data layout of this class breaks the binary serialization format. See comments for
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// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
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// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
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// accordingly.
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//==================================================================================================
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public:
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// PX_SERIALIZATION
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ShapeCore(const PxEMPTY);
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void exportExtraData(PxSerializationContext& stream);
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void importExtraData(PxDeserializationContext& context);
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void resolveReferences(PxDeserializationContext& context);
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static void getBinaryMetaData(PxOutputStream& stream);
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void resolveMaterialReference(PxU32 materialTableIndex, PxU16 materialIndex);
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//~PX_SERIALIZATION
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ShapeCore(const PxGeometry& geometry,
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PxShapeFlags shapeFlags,
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const PxU16* materialIndices,
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PxU16 materialCount);
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~ShapeCore();
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PX_FORCE_INLINE PxGeometryType::Enum getGeometryType() const { return mCore.geometry.getType(); }
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PxShape* getPxShape();
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const PxShape* getPxShape() const;
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PX_FORCE_INLINE const Gu::GeometryUnion& getGeometryUnion() const { return mCore.geometry; }
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PX_FORCE_INLINE const PxGeometry& getGeometry() const { return mCore.geometry.getGeometry(); }
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void setGeometry(const PxGeometry& geom);
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PxU16 getNbMaterialIndices() const;
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const PxU16* getMaterialIndices() const;
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void setMaterialIndices(const PxU16* materialIndices, PxU16 materialIndexCount);
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PX_FORCE_INLINE const PxTransform& getShape2Actor() const { return mCore.transform; }
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PX_FORCE_INLINE void setShape2Actor(const PxTransform& s2b) { mCore.transform = s2b; }
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PX_FORCE_INLINE const PxFilterData& getSimulationFilterData() const { return mSimulationFilterData; }
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PX_FORCE_INLINE void setSimulationFilterData(const PxFilterData& data) { mSimulationFilterData = data; }
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// PT: this one doesn't need double buffering
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PX_FORCE_INLINE const PxFilterData& getQueryFilterData() const { return mQueryFilterData; }
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PX_FORCE_INLINE void setQueryFilterData(const PxFilterData& data) { mQueryFilterData = data; }
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PX_FORCE_INLINE PxReal getContactOffset() const { return mCore.contactOffset; }
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PX_FORCE_INLINE void setContactOffset(PxReal offset) { mCore.contactOffset = offset; }
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PX_FORCE_INLINE PxReal getRestOffset() const { return mRestOffset; }
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PX_FORCE_INLINE void setRestOffset(PxReal offset) { mRestOffset = offset; }
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PX_FORCE_INLINE PxReal getTorsionalPatchRadius() const { return mTorsionalRadius; }
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PX_FORCE_INLINE void setTorsionalPatchRadius(PxReal tpr) { mTorsionalRadius = tpr; }
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PX_FORCE_INLINE PxReal getMinTorsionalPatchRadius() const {return mMinTorsionalPatchRadius; }
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PX_FORCE_INLINE void setMinTorsionalPatchRadius(PxReal radius) { mMinTorsionalPatchRadius = radius; }
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PX_FORCE_INLINE PxShapeFlags getFlags() const { return PxShapeFlags(mCore.mShapeFlags); }
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PX_FORCE_INLINE void setFlags(PxShapeFlags f) { mCore.mShapeFlags = f; }
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static PX_FORCE_INLINE size_t getCoreOffset() { return PX_OFFSET_OF(ShapeCore, mCore); }
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PX_FORCE_INLINE const PxsShapeCore& getCore() const { return mCore; }
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static PX_FORCE_INLINE ShapeCore& getCore(PxsShapeCore& core)
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{
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return *reinterpret_cast<ShapeCore*>(reinterpret_cast<PxU8*>(&core) - getCoreOffset());
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}
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protected:
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PxFilterData mQueryFilterData; // Query filter data PT: TODO: consider moving this to SceneQueryShapeData
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PxFilterData mSimulationFilterData; // Simulation filter data
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PxsShapeCore PX_ALIGN(16, mCore);
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PxReal mRestOffset; // same as the API property of the same name
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PxReal mTorsionalRadius;
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PxReal mMinTorsionalPatchRadius;
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};
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} // namespace Sc
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}
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#endif
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