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Engine directory for ticket #1
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Engine/source/T3D/physics/physx/pxWorld.h
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Engine/source/T3D/physics/physx/pxWorld.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PHYSX_WORLD_H_
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#define _PHYSX_WORLD_H_
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#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
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#include "T3D/physics/physicsWorld.h"
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#endif
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _PHYSX_H_
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#include "T3D/physics/physX/px.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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class PxContactReporter;
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class PxUserNotify;
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class NxController;
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class NxControllerDesc;
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class ShapeBase;
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class TSStatic;
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class SceneObject;
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class ProcessList;
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class GameBase;
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class CharacterControllerManager;
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class PxConsoleStream;
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class PxWorld : public PhysicsWorld
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{
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protected:
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F32 mEditorTimeScale;
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Vector<NxCloth*> mReleaseClothQueue;
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Vector<NxJoint*> mReleaseJointQueue;
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Vector<NxActor*> mReleaseActorQueue;
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Vector<NxMaterial*> mReleaseMaterialQueue;
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Vector<NxHeightField*> mReleaseHeightFieldQueue;
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Vector<NxFluid*> mReleaseFluidQueue;
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//Vector<StrongRefPtr<PxCollision>> mReleaseColQueue;
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Vector<NxActor*> mCatchupQueue;
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PxContactReporter *mConactReporter;
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PxUserNotify *mUserNotify;
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NxScene *mScene;
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CharacterControllerManager *mControllerManager;
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bool mErrorReport;
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bool mIsEnabled;
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bool mIsSimulating;
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U32 mTickCount;
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ProcessList *mProcessList;
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bool _init( bool isServer, ProcessList *processList );
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void _destroy();
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void _releaseQueues();
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void _updateScheduledStatics();
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/// The mesh cooking interface which is loaded on first use.
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/// @see getCooking
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static NxCookingInterface *smCooking;
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/// The console stream for PhysX error reporting.
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static PxConsoleStream *smConsoleStream;
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public:
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// PhysicWorld
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virtual bool initWorld( bool isServer, ProcessList *processList );
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virtual void destroyWorld();
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virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse );
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virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All );
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virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude );
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virtual void onDebugDraw( const SceneRenderState *state );
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virtual void reset() {}
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virtual bool isEnabled() const { return mIsEnabled; }
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/// @name Static Methods
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/// @{
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static bool restartSDK( bool destroyOnly = false, PxWorld *clientWorld = NULL, PxWorld *serverWorld = NULL );
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static void releaseWriteLocks();
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/// @}
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PxWorld();
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virtual ~PxWorld();
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public:
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NxScene* getScene() { return mScene; }
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/// Returns the cooking interface. Will only return NULL
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/// in the case of a missing or bad PhysX install.
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static NxCookingInterface* getCooking();
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U32 getTick() { return mTickCount; }
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void tickPhysics( U32 elapsedMs );
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void getPhysicsResults();
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//void enableCatchupMode( GameBase *obj );
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bool isWritable() const { return !mIsSimulating; /* mScene->isWritable(); */ }
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void releaseWriteLock();
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void setEnabled( bool enabled );
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bool getEnabled() const { return mIsEnabled; }
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NxMaterial* createMaterial( NxMaterialDesc &material );
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///
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/// @see releaseController
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NxController* createController( NxControllerDesc &desc );
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//U16 setMaterial(NxMaterialDesc &material, U16 id);
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// NOTE: This is all a mess, but its a side effect of how
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// PhysX works. Many objects cannot be deleted without write
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// access to the scene. Worse some objects cannot be deleted
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// until their owner objects are deleted first.
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//
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// For these reasons we have these methods to register objects to be
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// released after the Scene has been ticked.
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//
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// Since there is no common base to PhysX objects we're stuck with
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// this list of release methods.
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//
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void releaseActor( NxActor &actor );
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void releaseMaterial( NxMaterial &mat );
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void releaseJoint( NxJoint &joint );
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void releaseCloth( NxCloth &cloth );
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void releaseClothMesh( NxClothMesh &clothMesh );
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void releaseController( NxController &controller );
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void releaseHeightField( NxHeightField &heightfield );
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void releaseFluid( NxFluid &fluid );
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//void releaseCol( PxCollision *col );
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/// Returns the contact reporter for this scene.
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PxContactReporter* getContactReporter() { return mConactReporter; }
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void setEditorTimeScale( F32 timeScale ) { mEditorTimeScale = timeScale; }
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const F32 getEditorTimeScale() const { return mEditorTimeScale; }
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};
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#endif // _PHYSX_WORLD_H_
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