| 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 | |