133 lines
5.1 KiB
C
133 lines
5.1 KiB
C
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2023 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_PRUNING_STRUCTURE_H
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#define PX_PRUNING_STRUCTURE_H
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/** \addtogroup physics
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@{ */
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#include "PxPhysXConfig.h"
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#include "common/PxBase.h"
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#if !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 A precomputed pruning structure to accelerate scene queries against newly added actors.
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The pruning structure can be provided to #PxScene:: addActors() in which case it will get merged
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directly into the scene query optimization AABB tree, thus leading to improved performance when
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doing queries against the newly added actors. This applies to both static and dynamic actors.
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\note PxPruningStructure objects can be added to a collection and get serialized.
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\note Adding a PxPruningStructure object to a collection will also add the actors that were used to build the pruning structure.
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\note PxPruningStructure must be released before its rigid actors.
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\note PxRigidBody objects can be in one PxPruningStructure only.
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\note Changing the bounds of PxRigidBody objects assigned to a pruning structure that has not been added to a scene yet will
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invalidate the pruning structure. Same happens if shape scene query flags change or shape gets removed from an actor.
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@see PxScene::addActors PxCollection
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*/
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class PxPruningStructure : public PxBase
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{
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public:
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/**
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\brief Release this object.
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*/
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virtual void release() = 0;
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/**
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\brief Retrieve rigid actors in the pruning structure.
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You can retrieve the number of rigid actor pointers by calling #getNbRigidActors()
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\param[out] userBuffer The buffer to store the actor pointers.
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\param[in] bufferSize Size of provided user buffer.
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\param[in] startIndex Index of first actor pointer to be retrieved
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\return Number of rigid actor pointers written to the buffer.
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@see PxRigidActor
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*/
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virtual PxU32 getRigidActors(PxRigidActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const = 0;
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/**
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\brief Returns the number of rigid actors in the pruning structure.
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You can use #getRigidActors() to retrieve the rigid actor pointers.
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\return Number of rigid actors in the pruning structure.
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@see PxRigidActor
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*/
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virtual PxU32 getNbRigidActors() const = 0;
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/**
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\brief Gets the merge data for static actors
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This is mainly called by the PxSceneQuerySystem::merge() function to merge a PxPruningStructure
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with the internal data-structures of the scene-query system.
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\return Implementation-dependent merge data for static actors.
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@see PxSceneQuerySystem::merge()
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*/
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virtual const void* getStaticMergeData() const = 0;
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/**
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\brief Gets the merge data for dynamic actors
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This is mainly called by the PxSceneQuerySystem::merge() function to merge a PxPruningStructure
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with the internal data-structures of the scene-query system.
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\return Implementation-dependent merge data for dynamic actors.
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@see PxSceneQuerySystem::merge()
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*/
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virtual const void* getDynamicMergeData() const = 0;
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virtual const char* getConcreteTypeName() const { return "PxPruningStructure"; }
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protected:
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PX_INLINE PxPruningStructure(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {}
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PX_INLINE PxPruningStructure(PxBaseFlags baseFlags) : PxBase(baseFlags) {}
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virtual ~PxPruningStructure() {}
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virtual bool isKindOf(const char* name) const { return !::strcmp("PxPruningStructure", name) || PxBase::isKindOf(name); }
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};
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#if !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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