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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/NpVolumeCache.h
downloadphysx-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')
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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_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