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/*
   Copyright (c) 2015 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _PHYSX_SCENE_INTERFACE_H_
#define _PHYSX_SCENE_INTERFACE_H_

#include "PhysX.h"
#include "Physics/Headers/PhysicsSceneInterface.h"
#include <boost/lockfree/spsc_queue.hpp>

namespace Divide {

class Scene;
class Transform;
class PhysXSceneInterface : public PhysicsSceneInterface {
    typedef boost::lockfree::spsc_queue<
        PhysXActor*, boost::lockfree::capacity<128> > LoadQueue;

   public:
    PhysXSceneInterface(Scene* parentScene);
    virtual ~PhysXSceneInterface();

    virtual bool init();
    virtual void idle();
    virtual void release();
    virtual void update(const U64 deltaTime);
    virtual void process(const U64 deltaTime);

    PhysXActor* getOrCreateRigidActor(const stringImpl& actorName);
    void addRigidActor(PhysXActor* const actor, bool threaded = true);
    inline const vectorImpl<physx::PxMaterial*> getMaterials() {
        return _materials;
    }
    inline physx::PxScene* getPhysXScene() { return _gScene; }

   protected:
    void updateActor(PhysXActor& actor);
    void updateShape(physx::PxShape* const shape, PhysXActor& actor);
    /// Adds the actor to the PhysX scene and the SceneGraph.
    // outNode becomes pointer to the new SceneGraph node created;
    void addToScene(PhysXActor& actor, SceneGraphNode* const outNode);

   private:
    typedef vectorImpl<PhysXActor*> RigidMap;
    typedef vectorImpl<physx::PxMaterial*> MaterialMap;
    physx::PxScene* _gScene;
    physx::PxDefaultCpuDispatcher* _cpuDispatcher;
    MaterialMap _materials;
    RigidMap _sceneRigidActors;
    LoadQueue _sceneRigidQueue;
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Physics/PhysX/Headers/PhysXSceneInterface.h

Diff revisions: vs.
Revision Author Commited Message
350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 Diff Diff IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

[Ionut]
- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

335 IonutCava picture IonutCava Fri 12 Dec, 2014 14:02:54 +0000

[Ionut]
- Moved game specific features (Environment, Scenes, Dynamics, etc) to a separate project (Divide-Game)
- Refactored the lib building process for all projects