RavEngine
Loading...
Searching...
No Matches
GuActorShapeMap.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
17// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef GU_ACTOR_SHAPE_MAP_H
30#define GU_ACTOR_SHAPE_MAP_H
31
32#include "common/PxPhysXCommonConfig.h"
33#include "foundation/PxSimpleTypes.h"
34#include "foundation/PxHashMap.h"
35
36namespace physx
37{
38namespace Gu
39{
40 typedef PxU64 ActorShapeData;
41
42 #define PX_INVALID_INDEX 0xffffffff
43
45 {
46 public:
47 PX_PHYSX_COMMON_API ActorShapeMap();
48 PX_PHYSX_COMMON_API ~ActorShapeMap();
49
50 PX_PHYSX_COMMON_API bool add(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData actorShapeData);
51 PX_PHYSX_COMMON_API bool remove(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData* removed);
52 PX_PHYSX_COMMON_API ActorShapeData find(PxU32 actorIndex, const void* actor, const void* shape) const;
53
55 {
57 PX_FORCE_INLINE ActorShape(const void* actor, const void* shape) : mActor(actor), mShape(shape) {}
58
59 const void* mActor;
60 const void* mShape;
61
62 PX_FORCE_INLINE bool operator==(const ActorShape& p) const
63 {
64 return mActor == p.mActor && mShape == p.mShape;
65 }
66 };
67 private:
69
70 struct Cache
71 {
72// const void* mActor;
73 const void* mShape;
74 ActorShapeData mData;
75 };
76 PxU32 mCacheSize;
77 Cache* mCache;
78
79 void resizeCache(PxU32 index);
80 };
81}
82}
83
84#endif
Definition GuActorShapeMap.h:45
Definition PxHashMap.h:78
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition GuActorShapeMap.h:55
Definition GuContactMethodImpl.h:67