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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/Source/PhysX/src/NpSceneQueries.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_NP_SCENEQUERIES
+#define PX_PHYSICS_NP_SCENEQUERIES
+
+#include "PxScene.h"
+#include "PxQueryReport.h"
+#include "PsIntrinsics.h"
+#include "CmPhysXCommon.h"
+#include "SqSceneQueryManager.h"
+#include "GuTriangleMesh.h"
+#include "GuRaycastTests.h"
+#include "GuSweepTests.h"
+#include "GuOverlapTests.h"
+#include "ScbScene.h"
+
+#if PX_SUPPORT_PVD
+#include "NpPvdSceneQueryCollector.h"
+#endif
+
+namespace physx { namespace Sq {
+
+ struct QueryID { enum Enum {
+ QUERY_RAYCAST_ANY_OBJECT,
+ QUERY_RAYCAST_CLOSEST_OBJECT,
+ QUERY_RAYCAST_ALL_OBJECTS,
+
+ QUERY_OVERLAP_SPHERE_ALL_OBJECTS,
+ QUERY_OVERLAP_AABB_ALL_OBJECTS,
+ QUERY_OVERLAP_OBB_ALL_OBJECTS,
+ QUERY_OVERLAP_CAPSULE_ALL_OBJECTS,
+ QUERY_OVERLAP_CONVEX_ALL_OBJECTS,
+
+ QUERY_LINEAR_OBB_SWEEP_CLOSEST_OBJECT,
+ QUERY_LINEAR_CAPSULE_SWEEP_CLOSEST_OBJECT,
+ QUERY_LINEAR_CONVEX_SWEEP_CLOSEST_OBJECT
+ }; };
+}
+
+struct MultiQueryInput
+{
+ const PxVec3* rayOrigin; // only valid for raycasts
+ const PxVec3* unitDir; // only valid for raycasts and sweeps
+ PxReal maxDistance; // only valid for raycasts and sweeps
+ const PxGeometry* geometry; // only valid for overlaps and sweeps
+ const PxTransform* pose; // only valid for overlaps and sweeps
+ PxReal inflation; // only valid for sweeps
+
+ // Raycast constructor
+ MultiQueryInput(const PxVec3& aRayOrigin, const PxVec3& aUnitDir, PxReal aMaxDist)
+ {
+ Ps::prefetchLine(&aRayOrigin);
+ Ps::prefetchLine(&aUnitDir);
+ rayOrigin = &aRayOrigin;
+ unitDir = &aUnitDir;
+ maxDistance = aMaxDist;
+ geometry = NULL;
+ pose = NULL;
+ inflation = 0.0f;
+ }
+
+ // Overlap constructor
+ MultiQueryInput(const PxGeometry* aGeometry, const PxTransform* aPose)
+ {
+ Ps::prefetchLine(aGeometry);
+ Ps::prefetchLine(aPose);
+ geometry = aGeometry;
+ pose = aPose;
+ inflation = 0.0f;
+ rayOrigin = unitDir = NULL;
+ }
+
+ // Sweep constructor
+ MultiQueryInput(
+ const PxGeometry* aGeometry, const PxTransform* aPose,
+ const PxVec3& aUnitDir, const PxReal aMaxDist, const PxReal aInflation)
+ {
+ Ps::prefetchLine(aGeometry);
+ Ps::prefetchLine(aPose);
+ Ps::prefetchLine(&aUnitDir);
+ rayOrigin = NULL;
+ maxDistance = aMaxDist;
+ unitDir = &aUnitDir;
+ geometry = aGeometry;
+ pose = aPose;
+ inflation = aInflation;
+ }
+
+ PX_FORCE_INLINE const PxVec3& getDir() const { PX_ASSERT(unitDir); return *unitDir; }
+ PX_FORCE_INLINE const PxVec3& getOrigin() const { PX_ASSERT(rayOrigin); return *rayOrigin; }
+};
+
+struct BatchQueryFilterData
+{
+ void* filterShaderData;
+ PxU32 filterShaderDataSize;
+ PxBatchQueryPreFilterShader preFilterShader;
+ PxBatchQueryPostFilterShader postFilterShader;
+ #if PX_SUPPORT_PVD
+ Vd::PvdSceneQueryCollector* collector; // gets set to bq collector
+ #endif
+ BatchQueryFilterData(void* fsData, PxU32 fsSize, PxBatchQueryPreFilterShader preFs, PxBatchQueryPostFilterShader postFs)
+ : filterShaderData(fsData), filterShaderDataSize(fsSize), preFilterShader(preFs), postFilterShader(postFs)
+ {
+ #if PX_SUPPORT_PVD
+ collector = NULL;
+ #endif
+ }
+};
+
+class PxGeometry;
+
+class NpSceneQueries : public PxScene
+{
+ PX_NOCOPY(NpSceneQueries)
+
+public:
+ NpSceneQueries(const PxSceneDesc& desc);
+ ~NpSceneQueries();
+
+ template<typename QueryHit>
+ bool multiQuery(
+ const MultiQueryInput& in,
+ PxHitCallback<QueryHit>& hits, PxHitFlags hitFlags, const PxQueryCache* cache,
+ const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall,
+ BatchQueryFilterData* bqFd) const;
+
+ // Synchronous scene queries
+ virtual bool raycast(
+ const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, // Ray data
+ PxRaycastCallback& hitCall, PxHitFlags hitFlags,
+ const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall,
+ const PxQueryCache* cache) const;
+
+ virtual bool sweep(
+ const PxGeometry& geometry, const PxTransform& pose, // GeomObject data
+ const PxVec3& unitDir, const PxReal distance, // Ray data
+ PxSweepCallback& hitCall, PxHitFlags hitFlags,
+ const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall,
+ const PxQueryCache* cache, const PxReal inflation) const;
+
+ virtual bool overlap(
+ const PxGeometry& geometry, const PxTransform& transform, // GeomObject data
+ PxOverlapCallback& hitCall,
+ const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall) const;
+
+ PX_FORCE_INLINE PxU64 getContextId() const { return PxU64(reinterpret_cast<size_t>(this)); }
+ PX_FORCE_INLINE Scb::Scene& getScene() { return mScene; }
+ PX_FORCE_INLINE const Scb::Scene& getScene() const { return mScene; }
+ PX_FORCE_INLINE PxU32 getFlagsFast() const { return mScene.getFlags(); }
+ PX_FORCE_INLINE Sq::SceneQueryManager& getSceneQueryManagerFast() { return mSQManager; }
+
+ Scb::Scene mScene;
+ Sq::SceneQueryManager mSQManager;
+
+ const Gu::GeomRaycastTable& mCachedRaycastFuncs;
+ const Gu::GeomSweepFuncs& mCachedSweepFuncs;
+ const Gu::GeomOverlapTable* mCachedOverlapFuncs;
+
+#if PX_SUPPORT_PVD
+public:
+ //Scene query and hits for pvd, collected in current frame
+ mutable Vd::PvdSceneQueryCollector mSingleSqCollector;
+ mutable Vd::PvdSceneQueryCollector mBatchedSqCollector;
+
+PX_FORCE_INLINE Vd::PvdSceneQueryCollector& getSingleSqCollector() const {return mSingleSqCollector;}
+PX_FORCE_INLINE Vd::PvdSceneQueryCollector& getBatchedSqCollector() const {return mBatchedSqCollector;}
+#endif // PX_SUPPORT_PVD
+};
+
+namespace Sq { class AABBPruner; class AABBTreeRuntimeNode; class AABBTree; }
+
+#if PX_VC
+ #pragma warning(push)
+ #pragma warning( disable : 4324 ) // Padding was added at the end of a structure because of a __declspec(align) value.
+#endif
+
+#if PX_VC
+ #pragma warning(pop)
+#endif
+
+} // namespace physx, sq
+
+#endif