1 | /* |
2 | * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. |
3 | * |
4 | * NVIDIA CORPORATION and its licensors retain all intellectual property |
5 | * and proprietary rights in and to this software, related documentation |
6 | * and any modifications thereto. Any use, reproduction, disclosure or |
7 | * distribution of this software and related documentation without an express |
8 | * license agreement from NVIDIA CORPORATION is strictly prohibited. |
9 | */ |
10 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
11 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
12 | |
13 | |
14 | #ifndef PX_PHYSICS_NX_AGGREGATE |
15 | #define PX_PHYSICS_NX_AGGREGATE |
16 | |
17 | /** \addtogroup physics |
18 | @{ |
19 | */ |
20 | |
21 | #include "PxPhysXConfig.h" |
22 | #include "common/PxBase.h" |
23 | |
24 | |
25 | #ifndef PX_DOXYGEN |
26 | namespace physx |
27 | { |
28 | #endif |
29 | |
30 | class PxActor; |
31 | |
32 | /** |
33 | \brief Class to aggregate actors into a single broad phase entry. |
34 | |
35 | A PxAggregate object is a collection of PxActors, which will exist as a single entry in the |
36 | broad-phase structures. This has 3 main benefits: |
37 | |
38 | 1) it reduces "broad phase pollution", where multiple objects of a single entity often overlap |
39 | all the time (e.g. typically in a ragdoll). |
40 | |
41 | 2) it reduces broad-phase memory usage (which can be vital e.g. on SPU) |
42 | |
43 | 3) filtering can be optimized a lot if self-collisions within an aggregate are not needed. For |
44 | example if you don't need collisions between ragdoll bones, it's faster to simply disable |
45 | filtering once and for all, for the aggregate containing the ragdoll, rather than filtering |
46 | out each bone-bone collision in the filter shader. |
47 | |
48 | @see PxActor, PxPhysics.createAggregate |
49 | */ |
50 | |
51 | class PxAggregate : public PxBase |
52 | { |
53 | public: |
54 | |
55 | /** |
56 | \brief Deletes the aggregate object. |
57 | |
58 | Deleting the PxAggregate object does not delete the aggregated actors. If the PxAggregate object |
59 | belongs to a scene, the aggregated actors are automatically re-inserted in that scene. If you intend |
60 | to delete both the PxAggregate and its actors, it is best to release the actors first, then release |
61 | the PxAggregate when it is empty. |
62 | */ |
63 | virtual void release() = 0; |
64 | |
65 | /** |
66 | \brief Adds an actor to the aggregate object. |
67 | |
68 | A warning is output if the total number of actors is reached, or if the incoming actor already belongs |
69 | to an aggregate. |
70 | |
71 | If the aggregate belongs to a scene, adding an actor to the aggregate also adds the actor to that scene. |
72 | |
73 | If the actor already belongs to a scene, a warning is output and the call is ignored. You need to remove |
74 | the actor from the scene first, before adding it to the aggregate. |
75 | |
76 | \param [in] actor The actor that should be added to the aggregate |
77 | return true if success |
78 | */ |
79 | virtual bool addActor(PxActor& actor) = 0; |
80 | |
81 | /** |
82 | \brief Removes an actor from the aggregate object. |
83 | |
84 | A warning is output if the incoming actor does not belong to the aggregate. Otherwise the actor is |
85 | removed from the aggregate. If the aggregate belongs to a scene, the actor is reinserted in that |
86 | scene. If you intend to delete the actor, it is best to call #PxActor::release() directly. That way |
87 | the actor will be automatically removed from its aggregate (if any) and not reinserted in a scene. |
88 | |
89 | \param [in] actor The actor that should be removed from the aggregate |
90 | return true if success |
91 | */ |
92 | virtual bool removeActor(PxActor& actor) = 0; |
93 | |
94 | /** |
95 | \brief Adds an articulation to the aggregate object. |
96 | |
97 | A warning is output if the total number of actors is reached (every articulation link counts as an actor), |
98 | or if the incoming articulation already belongs to an aggregate. |
99 | |
100 | If the aggregate belongs to a scene, adding an articulation to the aggregate also adds the articulation to that scene. |
101 | |
102 | If the articulation already belongs to a scene, a warning is output and the call is ignored. You need to remove |
103 | the articulation from the scene first, before adding it to the aggregate. |
104 | |
105 | \param [in] articulation The articulation that should be added to the aggregate |
106 | return true if success |
107 | */ |
108 | virtual bool addArticulation(PxArticulation& articulation) = 0; |
109 | |
110 | /** |
111 | \brief Removes an articulation from the aggregate object. |
112 | |
113 | A warning is output if the incoming articulation does not belong to the aggregate. Otherwise the articulation is |
114 | removed from the aggregate. If the aggregate belongs to a scene, the articulation is reinserted in that |
115 | scene. If you intend to delete the articulation, it is best to call #PxArticulation::release() directly. That way |
116 | the articulation will be automatically removed from its aggregate (if any) and not reinserted in a scene. |
117 | |
118 | \param [in] articulation The articulation that should be removed from the aggregate |
119 | return true if success |
120 | */ |
121 | virtual bool removeArticulation(PxArticulation& articulation) = 0; |
122 | |
123 | /** |
124 | \brief Returns the number of actors contained in the aggregate. |
125 | |
126 | You can use #getActors() to retrieve the actor pointers. |
127 | |
128 | \return Number of actors contained in the aggregate. |
129 | |
130 | @see PxActor getActors() |
131 | */ |
132 | virtual PxU32 getNbActors() const = 0; |
133 | |
134 | /** |
135 | \brief Retrieves max amount of actors that can be contained in the aggregate. |
136 | |
137 | \return Max aggregate size. |
138 | |
139 | @see PxPhysics::createAggregate() |
140 | */ |
141 | virtual PxU32 getMaxNbActors() const = 0; |
142 | |
143 | /** |
144 | \brief Retrieve all actors contained in the aggregate. |
145 | |
146 | You can retrieve the number of actor pointers by calling #getNbActors() |
147 | |
148 | \param[out] userBuffer The buffer to store the actor pointers. |
149 | \param[in] bufferSize Size of provided user buffer. |
150 | \param[in] startIndex Index of first actor pointer to be retrieved |
151 | \return Number of actor pointers written to the buffer. |
152 | |
153 | @see PxShape getNbShapes() |
154 | */ |
155 | virtual PxU32 getActors(PxActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const = 0; |
156 | |
157 | /** |
158 | \brief Retrieves the scene which this aggregate belongs to. |
159 | |
160 | \return Owner Scene. NULL if not part of a scene. |
161 | |
162 | @see PxScene |
163 | */ |
164 | virtual PxScene* getScene() = 0; |
165 | |
166 | /** |
167 | \brief Retrieves aggregate's self-collision flag. |
168 | |
169 | \return self-collision flag |
170 | */ |
171 | virtual bool getSelfCollision() const = 0; |
172 | |
173 | virtual const char* getConcreteTypeName() const { return "PxAggregate" ; } |
174 | |
175 | protected: |
176 | PX_INLINE PxAggregate(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {} |
177 | PX_INLINE PxAggregate(PxBaseFlags baseFlags) : PxBase(baseFlags) {} |
178 | virtual ~PxAggregate() {} |
179 | virtual bool isKindOf(const char* name) const { return !strcmp("PxAggregate" , name) || PxBase::isKindOf(name); } |
180 | }; |
181 | |
182 | #ifndef PX_DOXYGEN |
183 | } // namespace physx |
184 | #endif |
185 | |
186 | /** @} */ |
187 | #endif |
188 | |