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PhysX4.1/physx/source/simulationcontroller/src/ScSimulationController.h
2025-11-28 23:13:44 +05:30

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//
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// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
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// Copyright (c) 2008-2021 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 Dy
{
class FeatherstoneArticulation;
struct ArticulationJointCore;
}
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>& /*jointIndices*/,
Ps::Array<PxgSolverConstraintManagerConstants, Ps::VirtualAllocator>& /*managerIter*/, PxU32 /*uniqueId*/){}
virtual void removeJoint(const PxU32 /*edgeIndex*/, Dy::Constraint* /*constraint*/, Ps::Array<PxU32>& /*jointIndices*/, IG::IslandSim& /*islandSim*/){}
virtual void addShape(PxsShapeSim* /*shapeSim*/, const PxU32 /*index*/){}
virtual void removeShape(const PxU32 /*index*/){}
virtual void addDynamic(PxsRigidBody* /*rigidBody*/, const IG::NodeIndex& /*nodeIndex*/){}
virtual void addDynamics(PxsRigidBody** /*rigidBody*/, const PxU32* /*nodeIndex*/, PxU32 /*nbBodies*/) {}
virtual void addArticulation(Dy::ArticulationV* /*articulation*/, const IG::NodeIndex& /*nodeIndex*/){}
virtual void releaseArticulation(Dy::ArticulationV* /*articulation*/, const IG::NodeIndex& /*nodeIndex*/) {}
virtual void releaseDeferredArticulationIds(){}
virtual void updateDynamic(const bool /*isArticulationLink*/, const IG::NodeIndex& /*nodeIndex*/) {}
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*/){}
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 void updateArticulation(Dy::ArticulationV* /*articulation*/, const IG::NodeIndex& /*nodeIndex*/) {}
virtual void updateArticulationJoint(Dy::ArticulationV* /*articulation*/, const IG::NodeIndex& /*nodeIndex*/) {}
virtual PxU32* getActiveBodies() { return NULL; }
virtual PxU32* getDeactiveBodies() { return NULL; }
virtual void** getRigidBodies() { 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*/) {}
virtual PxU32 getArticulationRemapIndex(const PxU32 /*nodeIndex*/) { return PX_INVALID_U32;}
};
}
}
#endif