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96 lines
3.4 KiB
C
96 lines
3.4 KiB
C
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#ifndef CRYINCLUDE_CRYCOMMON_IDEFERREDCOLLISIONEVENT_H
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#define CRYINCLUDE_CRYCOMMON_IDEFERREDCOLLISIONEVENT_H
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#pragma once
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#include <IThreadTask.h>
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struct EventPhys;
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// Base class for all deferred physics events
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// Basically this class works like a future,
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// Start() start the computation(some in the main thread, major part in a task/job)
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// Result() will sync the task operation and return the result
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struct IDeferredPhysicsEvent
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: public IThreadTask
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{
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// enum list of all types of deferred events
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enum DeferredEventType
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{
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PhysCallBack_OnCollision
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};
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IDeferredPhysicsEvent(){}
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// <interfuscator:shuffle>
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virtual ~IDeferredPhysicsEvent(){}
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// == "future" like interface == //
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// start the execution of the event
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virtual void Start() = 0;
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// sync the event and do all necessary post-processing, then return the result
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virtual int Result(EventPhys* pOrigEvent = 0) = 0;
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// just wait for the event to finish
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virtual void Sync() = 0;
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// check if the async computation part has finished
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virtual bool HasFinished() = 0;
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// Get the concrete Type of this deferred event
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virtual DeferredEventType GetType() const = 0;
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// returns a ptr to the original physics event
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virtual EventPhys* PhysicsEvent() = 0;
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// </interfuscator:shuffle>
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};
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// Manager class for deferred physics events
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struct IDeferredPhysicsEventManager
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{
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// type of create function used to create needed deferred events in the HandleEvent function
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typedef IDeferredPhysicsEvent*(* CreateEventFunc)(const EventPhys* pEvent);
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IDeferredPhysicsEventManager(){}
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// <interfuscator:shuffle>
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virtual ~IDeferredPhysicsEventManager(){}
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// dispatch an deferred event to the task thread
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virtual void DispatchDeferredEvent(IDeferredPhysicsEvent* pEvent) = 0;
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// Encapsulates common logic for deferred events, should be called from the physics callbacks
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// handles the cvar management as well as deferred event creating
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virtual int HandleEvent(const EventPhys* pEvent, IDeferredPhysicsEventManager::CreateEventFunc, IDeferredPhysicsEvent::DeferredEventType) = 0;
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// Register and Unregister Deferred events in the manager to allow
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virtual void RegisterDeferredEvent(IDeferredPhysicsEvent* pDeferredEvent) = 0;
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virtual void UnRegisterDeferredEvent(IDeferredPhysicsEvent* pDeferredEvent) = 0;
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// Delete all Deferred Events in flight, use only when also clearing the physics event queue
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// or else this call results in dangling points, mostly used for save/load
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virtual void ClearDeferredEvents() = 0;
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virtual void Update() = 0;
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virtual IDeferredPhysicsEvent* GetLastCollisionEventForEntity(IPhysicalEntity* pPhysEnt) = 0;
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// </interfuscator:shuffle>
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};
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#endif // CRYINCLUDE_CRYCOMMON_IDEFERREDCOLLISIONEVENT_H
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