diff options
| 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/Source/PhysX/src/NpVolumeCache.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/Source/PhysX/src/NpVolumeCache.h')
| -rw-r--r-- | PhysX_3.4/Source/PhysX/src/NpVolumeCache.h | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/PhysX/src/NpVolumeCache.h b/PhysX_3.4/Source/PhysX/src/NpVolumeCache.h new file mode 100644 index 00000000..a7038c21 --- /dev/null +++ b/PhysX_3.4/Source/PhysX/src/NpVolumeCache.h @@ -0,0 +1,111 @@ +// 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_VOLUMECACHE +#define PX_PHYSICS_NP_VOLUMECACHE + +#include "PxVolumeCache.h" +#include "PsUserAllocated.h" +#include "CmPhysXCommon.h" +#include "PsArray.h" + +namespace physx +{ + + struct MultiQueryInput; + +namespace Sq { class SceneQueryManager; } + + +// internal implementation for PxVolumeCache +class NpVolumeCache : public PxVolumeCache, public Ps::UserAllocated +{ +public: + NpVolumeCache(Sq::SceneQueryManager* sqm, PxU32 maxNbStatic, PxU32 maxNbDynamic); + virtual ~NpVolumeCache(); + virtual bool isValid() const; + bool isValid(PxU32 isDynamic) const; + + virtual FillStatus fill(const PxGeometry& cacheVolume, const PxTransform& pose); + FillStatus fillInternal(PxU32 isDynamic, const PxOverlapHit* buffer = NULL, PxI32 count = 0); + + virtual bool getCacheVolume(PxGeometryHolder& resultVolume, PxTransform& resultPose); + virtual PxI32 getNbCachedShapes(); + + virtual void invalidate(); + virtual void release(); + + virtual void forEach(Iterator& iter); + + virtual void setMaxNbStaticShapes(PxU32 maxCount); + virtual PxU32 getMaxNbStaticShapes(); + virtual void setMaxNbDynamicShapes(PxU32 maxCount); + virtual PxU32 getMaxNbDynamicShapes(); + + template<typename HitType> + bool multiQuery( + const MultiQueryInput& multiInput, // type specific input data + PxHitCallback<HitType>& hitCall, PxHitFlags hitFlags, + const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall, + PxF32 inflation = 0.0f) const; + + virtual bool raycast( + const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, + PxRaycastCallback& hitCall, PxHitFlags hitFlags, + const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall) const; + + virtual bool sweep( + const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, const PxReal distance, + PxSweepCallback& hitCall, PxHitFlags hitFlags, + const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall, + const PxReal inflation) const; + + virtual bool overlap( + const PxGeometry& geometry, const PxTransform& pose, + PxOverlapCallback& hitCall, const PxQueryFilterData& filterData, + PxQueryFilterCallback* filterCall) const; + + + void onOriginShift(const PxVec3& shift); + + + PxGeometryHolder mCacheVolume; + PxTransform mCachePose; + PxU32 mMaxShapeCount[2]; + Sq::SceneQueryManager* mSQManager; + mutable Ps::Array<PxActorShape> mCache[2]; // AP todo: improve memory management, could we have one allocation for both? + PxU32 mStaticTimestamp; + PxU32 mDynamicTimestamp; + bool mIsInvalid[2]; // invalid for reasons other than timestamp, such as overflow on previous fill +}; + +} + +#endif // PX_PHYSICS_NP_SCENE |