130 lines
3.5 KiB
C
130 lines
3.5 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_NX_SCENELOCK
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#define PX_PHYSICS_NX_SCENELOCK
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/** \addtogroup physics
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@{
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*/
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#include "PxPhysX.h"
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#include "PxPhysics.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief RAII wrapper for the PxScene read lock.
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Use this class as follows to lock the scene for reading by the current thread
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for the duration of the enclosing scope:
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PxSceneReadLock lock(sceneRef);
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\see PxScene::lockRead(), PxScene::unlockRead(), PxSceneFlag::eREQUIRE_RW_LOCK
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*/
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class PxSceneReadLock
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{
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PxSceneReadLock(const PxSceneReadLock&);
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PxSceneReadLock& operator=(const PxSceneReadLock&);
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public:
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/**
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\brief Constructor
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\param scene The scene to lock for reading
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\param file Optional string for debugging purposes
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\param line Optional line number for debugging purposes
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*/
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PxSceneReadLock(PxScene& scene, const char* file=NULL, PxU32 line=0)
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: mScene(scene)
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{
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mScene.lockRead(file, line);
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}
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~PxSceneReadLock()
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{
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mScene.unlockRead();
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}
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private:
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PxScene& mScene;
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};
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/**
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\brief RAII wrapper for the PxScene write lock.
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Use this class as follows to lock the scene for writing by the current thread
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for the duration of the enclosing scope:
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PxSceneWriteLock lock(sceneRef);
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\see PxScene::lockWrite(), PxScene::unlockWrite(), PxSceneFlag::eREQUIRE_RW_LOCK
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*/
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class PxSceneWriteLock
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{
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PxSceneWriteLock(const PxSceneWriteLock&);
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PxSceneWriteLock& operator=(const PxSceneWriteLock&);
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public:
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/**
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\brief Constructor
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\param scene The scene to lock for writing
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\param file Optional string for debugging purposes
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\param line Optional line number for debugging purposes
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*/
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PxSceneWriteLock(PxScene& scene, const char* file=NULL, PxU32 line=0)
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: mScene(scene)
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{
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mScene.lockWrite(file, line);
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}
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~PxSceneWriteLock()
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{
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mScene.unlockWrite();
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}
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private:
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PxScene& mScene;
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};
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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