85 lines
3.0 KiB
C++
85 lines
3.0 KiB
C++
// 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) 2008-2025 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 GU_ACTOR_SHAPE_MAP_H
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#define GU_ACTOR_SHAPE_MAP_H
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#include "common/PxPhysXCommonConfig.h"
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxHashMap.h"
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namespace physx
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{
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namespace Gu
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{
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typedef PxU64 ActorShapeData;
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#define PX_INVALID_INDEX 0xffffffff
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class ActorShapeMap
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{
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public:
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PX_PHYSX_COMMON_API ActorShapeMap();
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PX_PHYSX_COMMON_API ~ActorShapeMap();
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PX_PHYSX_COMMON_API bool add(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData actorShapeData);
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PX_PHYSX_COMMON_API bool remove(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData* removed);
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PX_PHYSX_COMMON_API ActorShapeData find(PxU32 actorIndex, const void* actor, const void* shape) const;
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struct ActorShape
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{
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PX_FORCE_INLINE ActorShape() {}
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PX_FORCE_INLINE ActorShape(const void* actor, const void* shape) : mActor(actor), mShape(shape) {}
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const void* mActor;
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const void* mShape;
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PX_FORCE_INLINE bool operator==(const ActorShape& p) const
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{
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return mActor == p.mActor && mShape == p.mShape;
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}
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};
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private:
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PxHashMap<ActorShape, ActorShapeData> mDatabase;
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struct Cache
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{
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// const void* mActor;
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const void* mShape;
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ActorShapeData mData;
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};
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PxU32 mCacheSize;
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Cache* mCache;
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void resizeCache(PxU32 index);
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};
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}
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}
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#endif
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