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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/Snippets/SnippetVehicleCommon/SnippetVehicleSceneQuery.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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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 SNIPPET_VEHICLE_SCENEQUERY_H
+#define SNIPPET_VEHICLE_SCENEQUERY_H
+
+#include "PxPhysicsAPI.h"
+
+namespace snippetvehicle
+{
+
+using namespace physx;
+
+enum
+{
+ DRIVABLE_SURFACE = 0xffff0000,
+ UNDRIVABLE_SURFACE = 0x0000ffff
+};
+
+void setupDrivableSurface(PxFilterData& filterData);
+
+void setupNonDrivableSurface(PxFilterData& filterData);
+
+
+PxQueryHitType::Enum WheelSceneQueryPreFilterBlocking
+(PxFilterData filterData0, PxFilterData filterData1,
+ const void* constantBlock, PxU32 constantBlockSize,
+ PxHitFlags& queryFlags);
+
+PxQueryHitType::Enum WheelSceneQueryPostFilterBlocking
+(PxFilterData queryFilterData, PxFilterData objectFilterData,
+ const void* constantBlock, PxU32 constantBlockSize,
+ const PxQueryHit& hit);
+
+PxQueryHitType::Enum WheelSceneQueryPreFilterNonBlocking
+(PxFilterData filterData0, PxFilterData filterData1,
+const void* constantBlock, PxU32 constantBlockSize,
+PxHitFlags& queryFlags);
+
+PxQueryHitType::Enum WheelSceneQueryPostFilterNonBlocking
+(PxFilterData queryFilterData, PxFilterData objectFilterData,
+const void* constantBlock, PxU32 constantBlockSize,
+const PxQueryHit& hit);
+
+
+//Data structure for quick setup of scene queries for suspension queries.
+class VehicleSceneQueryData
+{
+public:
+ VehicleSceneQueryData();
+ ~VehicleSceneQueryData();
+
+ //Allocate scene query data for up to maxNumVehicles and up to maxNumWheelsPerVehicle with numVehiclesInBatch per batch query.
+ static VehicleSceneQueryData* allocate
+ (const PxU32 maxNumVehicles, const PxU32 maxNumWheelsPerVehicle, const PxU32 maxNumHitPointsPerWheel, const PxU32 numVehiclesInBatch,
+ PxBatchQueryPreFilterShader preFilterShader, PxBatchQueryPostFilterShader postFilterShader,
+ PxAllocatorCallback& allocator);
+
+ //Free allocated buffers.
+ void free(PxAllocatorCallback& allocator);
+
+ //Create a PxBatchQuery instance that will be used for a single specified batch.
+ static PxBatchQuery* setUpBatchedSceneQuery(const PxU32 batchId, const VehicleSceneQueryData& vehicleSceneQueryData, PxScene* scene);
+
+ //Return an array of scene query results for a single specified batch.
+ PxRaycastQueryResult* getRaycastQueryResultBuffer(const PxU32 batchId);
+
+ //Return an array of scene query results for a single specified batch.
+ PxSweepQueryResult* getSweepQueryResultBuffer(const PxU32 batchId);
+
+ //Get the number of scene query results that have been allocated for a single batch.
+ PxU32 getQueryResultBufferSize() const;
+
+private:
+
+ //Number of queries per batch
+ PxU32 mNumQueriesPerBatch;
+
+ //Number of hit results per query
+ PxU32 mNumHitResultsPerQuery;
+
+ //One result for each wheel.
+ PxRaycastQueryResult* mRaycastResults;
+ PxSweepQueryResult* mSweepResults;
+
+ //One hit for each wheel.
+ PxRaycastHit* mRaycastHitBuffer;
+ PxSweepHit* mSweepHitBuffer;
+
+ //Filter shader used to filter drivable and non-drivable surfaces
+ PxBatchQueryPreFilterShader mPreFilterShader;
+
+ //Filter shader used to reject hit shapes that initially overlap sweeps.
+ PxBatchQueryPostFilterShader mPostFilterShader;
+
+};
+
+} // namespace snippetvehicle
+
+#endif //SNIPPET_VEHICLE_SCENEQUERY_H