128 lines
4.6 KiB
C++
128 lines
4.6 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 SC_PHYSICS_H
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#define SC_PHYSICS_H
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#include "PxPhysics.h"
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#include "PxScene.h"
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#include "foundation/PxUserAllocated.h"
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#include "foundation/PxBasicTemplates.h"
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#include "PxActor.h"
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namespace physx
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{
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class PxMaterial;
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class PxTolerancesScale;
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struct PxvOffsetTable;
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#if PX_SUPPORT_GPU_PHYSX
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class PxPhysXGpu;
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#endif
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namespace Sc
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{
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class Scene;
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class StaticCore;
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class RigidCore;
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class BodyCore;
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class ArticulationCore;
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class ArticulationJointCore;
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class ConstraintCore;
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class ShapeCore;
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struct OffsetTable
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{
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PX_FORCE_INLINE OffsetTable() {}
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PX_FORCE_INLINE PxShape* convertScShape2Px(ShapeCore* sc) const { return PxPointerOffset<PxShape*>(sc, scShape2Px); }
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PX_FORCE_INLINE const PxShape* convertScShape2Px(const ShapeCore* sc) const { return PxPointerOffset<const PxShape*>(sc, scShape2Px); }
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PX_FORCE_INLINE PxConstraint* convertScConstraint2Px(ConstraintCore* sc) const { return PxPointerOffset<PxConstraint*>(sc, scConstraint2Px); }
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PX_FORCE_INLINE const PxConstraint* convertScConstraint2Px(const ConstraintCore* sc) const { return PxPointerOffset<const PxConstraint*>(sc, scConstraint2Px); }
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PX_FORCE_INLINE PxArticulationReducedCoordinate* convertScArticulation2Px(ArticulationCore* sc) const
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{
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return PxPointerOffset<PxArticulationReducedCoordinate*>(sc, scArticulationRC2Px);
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}
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PX_FORCE_INLINE const PxArticulationReducedCoordinate* convertScArticulation2Px(const ArticulationCore* sc) const
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{
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return PxPointerOffset<const PxArticulationReducedCoordinate*>(sc, scArticulationRC2Px);
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}
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PX_FORCE_INLINE PxArticulationJointReducedCoordinate* convertScArticulationJoint2Px(ArticulationJointCore* sc) const
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{
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return PxPointerOffset<PxArticulationJointReducedCoordinate*>(sc, scArticulationJointRC2Px);
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}
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PX_FORCE_INLINE const PxArticulationJointReducedCoordinate* convertScArticulationJoint2Px(const ArticulationJointCore* sc) const
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{
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return PxPointerOffset<const PxArticulationJointReducedCoordinate*>(sc, scArticulationJointRC2Px);
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}
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ptrdiff_t scRigidStatic2PxActor;
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ptrdiff_t scRigidDynamic2PxActor;
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ptrdiff_t scArticulationLink2PxActor;
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ptrdiff_t scDeformableSurface2PxActor;
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ptrdiff_t scDeformableVolume2PxActor;
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ptrdiff_t scPBDParticleSystem2PxActor;
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ptrdiff_t scShape2Px;
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ptrdiff_t scArticulationRC2Px;
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ptrdiff_t scArticulationJointRC2Px;
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ptrdiff_t scConstraint2Px;
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ptrdiff_t scCore2PxActor[PxActorType::eACTOR_COUNT];
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};
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extern OffsetTable gOffsetTable;
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class Physics : public PxUserAllocated
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{
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public:
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PX_FORCE_INLINE static Physics& getInstance() { return *mInstance; }
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Physics(const PxTolerancesScale&, const PxvOffsetTable& pxvOffsetTable);
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~Physics();
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PX_FORCE_INLINE const PxTolerancesScale& getTolerancesScale() const { return mScale; }
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private:
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PxTolerancesScale mScale;
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static Physics* mInstance;
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public:
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static const PxReal sWakeCounterOnCreation;
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};
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} // namespace Sc
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}
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#endif
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