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XCEngine/engine/third_party/physx/source/simulationcontroller/include/ScSqBoundsSync.h

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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) 2008-2025 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 SC_SQ_BOUNDS_SYNC_H
#define SC_SQ_BOUNDS_SYNC_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxBitMap.h"
#include "PxSceneQuerySystem.h"
namespace physx
{
class PxBounds3;
class PxRigidBody;
class PxShape;
typedef PxSQPrunerHandle ScPrunerHandle;
namespace Sc
{
// PT: TODO: revisit the need for a virtual interface
struct SqRefFinder
{
virtual ScPrunerHandle find(const PxRigidBody* body, const PxShape* shape, PxU32& prunerIndex) = 0;
virtual ~SqRefFinder() {}
};
// PT: TODO: revisit the need for a virtual interface
struct SqBoundsSync
{
virtual void sync(PxU32 prunerIndex, const ScPrunerHandle* handles, const PxU32* boundsIndices, const PxBounds3* bounds, const PxTransform32* transforms, PxU32 count, const PxBitMap& ignoredIndices) = 0;
virtual ~SqBoundsSync() {}
};
}
}
#endif