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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/PxPruningStructure.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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) 2008-2016 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_PRUNING_STRUCTURE
+#define PX_PHYSICS_NX_PRUNING_STRUCTURE
+/** \addtogroup physics
+@{ */
+
+#include "PxPhysXConfig.h"
+#include "common/PxBase.h"
+
+#if !PX_DOXYGEN
+namespace physx
+{
+#endif
+
+
+/**
+\brief A precomputed pruning structure to accelerate scene queries against newly added actors.
+
+The pruning structure can be provided to #PxScene:: addActors() in which case it will get merged
+directly into the scene query optimization AABB tree, thus leading to improved performance when
+doing queries against the newly added actors. This applies to both static and dynamic actors.
+
+\note PxPruningStructure objects can be added to a collection and get serialized.
+\note Adding a PxPruningStructure object to a collection will also add the actors that were used to build the pruning structure.
+
+\note PxPruningStructure must be released before its rigid actors.
+\note PxRigidBody objects can be in one PxPruningStructure only.
+\note Changing the bounds of PxRigidBody objects assigned to a pruning structure that has not been added to a scene yet will
+invalidate the pruning structure. Same happens if shape scene query flags change or shape gets removed from an actor.
+
+@see PxScene::addActors PxCollection
+*/
+class PxPruningStructure : public PxBase
+{
+public:
+ /**
+ \brief Release this object.
+ */
+ virtual void release() = 0;
+
+ /**
+ \brief Retrieve rigid actors in the pruning structure.
+
+ You can retrieve the number of rigid actor pointers by calling #getNbRigidActors()
+
+ \param[out] userBuffer The buffer to store the actor pointers.
+ \param[in] bufferSize Size of provided user buffer.
+ \param[in] startIndex Index of first actor pointer to be retrieved
+ \return Number of rigid actor pointers written to the buffer.
+
+ @see PxRigidActor
+ */
+ virtual PxU32 getRigidActors(PxRigidActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const = 0;
+
+ /**
+ \brief Returns the number of rigid actors in the pruning structure.
+
+ You can use #getRigidActors() to retrieve the rigid actor pointers.
+
+ \return Number of rigid actors in the pruning structure.
+
+ @see PxRigidActor
+ */
+ virtual PxU32 getNbRigidActors() const = 0;
+
+ virtual const char* getConcreteTypeName() const { return "PxPruningStructure"; }
+protected:
+ PX_INLINE PxPruningStructure(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {}
+ PX_INLINE PxPruningStructure(PxBaseFlags baseFlags) : PxBase(baseFlags) {}
+ virtual ~PxPruningStructure() {}
+ virtual bool isKindOf(const char* name) const { return !::strcmp("PxPruningStructure", name) || PxBase::isKindOf(name); }
+};
+
+
+#if !PX_DOXYGEN
+} // namespace physx
+#endif
+
+/** @} */
+#endif // PX_PHYSICS_NX_PRUNING_STRUCTURE