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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/PxPruningStructure.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Include/PxPruningStructure.h')
| -rw-r--r-- | PhysX_3.4/Include/PxPruningStructure.h | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/PhysX_3.4/Include/PxPruningStructure.h b/PhysX_3.4/Include/PxPruningStructure.h new file mode 100644 index 00000000..b1b9d5c6 --- /dev/null +++ b/PhysX_3.4/Include/PxPruningStructure.h @@ -0,0 +1,109 @@ +// 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 |