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