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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/Source/SceneQuery/include/SqPruningStructure.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/SceneQuery/include/SqPruningStructure.h')
| -rw-r--r-- | PhysX_3.4/Source/SceneQuery/include/SqPruningStructure.h | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SceneQuery/include/SqPruningStructure.h b/PhysX_3.4/Source/SceneQuery/include/SqPruningStructure.h new file mode 100644 index 00000000..424597e5 --- /dev/null +++ b/PhysX_3.4/Source/SceneQuery/include/SqPruningStructure.h @@ -0,0 +1,110 @@ +// 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 SQ_PRUNING_STRUCTURE +#define SQ_PRUNING_STRUCTURE +/** \addtogroup physics +@{ */ + +#include "CmPhysXCommon.h" + +#include "PxPruningStructure.h" + +#include "PsUserAllocated.h" + +namespace physx +{ + namespace Sq + { + class AABBTreeRuntimeNode; + + struct PruningIndex + { + enum Enum + { + eSTATIC = 0, + eDYNAMIC = 1, + + eCOUNT = 2 + }; + }; + + class PruningStructure : public PxPruningStructure, public Ps::UserAllocated + { + PX_NOCOPY(PruningStructure) + public: + // PX_SERIALIZATION + PruningStructure(PxBaseFlags baseFlags); + virtual void resolveReferences(PxDeserializationContext& ); + static PruningStructure* createObject(PxU8*& address, PxDeserializationContext& context); + static void getBinaryMetaData(PxOutputStream& stream); + void exportExtraData(PxSerializationContext&); + void importExtraData(PxDeserializationContext&); + virtual void requires(PxProcessPxBaseCallback&); + //~PX_SERIALIZATION + + // PX_PRUNING_STRUCTURE + virtual PxU32 getRigidActors(PxRigidActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const; + virtual PxU32 getNbRigidActors() const { return mNbActors; } + void release(); + // ~PX_PRUNING_STRUCTURE + + PruningStructure(); + ~PruningStructure(); + + bool build(PxRigidActor*const* actors, PxU32 nbActors); + + PX_FORCE_INLINE PxU32 getNbActors() const { return mNbActors; } + PX_FORCE_INLINE PxActor*const* getActors() const { return mActors; } + + PX_FORCE_INLINE AABBTreeRuntimeNode* getTreeNodes(PruningIndex::Enum currentTree) const { return mAABBTreeNodes[currentTree]; } + PX_FORCE_INLINE PxU32 getTreeNbNodes(PruningIndex::Enum currentTree) const { return mNbNodes[currentTree]; } + + PX_FORCE_INLINE PxU32* getTreeIndices(PruningIndex::Enum currentTree) const { return mAABBTreeIndices[currentTree]; } + PX_FORCE_INLINE PxU32 getNbObjects(PruningIndex::Enum currentTree) const { return mNbObjects[currentTree]; } + + PX_FORCE_INLINE bool isValid() const { return mValid; } + void invalidate(PxActor* actor); + + private: + PxU32 mNbNodes[2]; // Nb nodes in AABB tree + AABBTreeRuntimeNode* mAABBTreeNodes[2]; // AABB tree runtime nodes + PxU32 mNbObjects[2]; // Nb objects in AABB tree + PxU32* mAABBTreeIndices[2]; // AABB tree indices + PxU32 mNbActors; // Nb actors from which the pruner structure was build + PxActor** mActors; // actors used for pruner structure build, used later for serialization + bool mValid; // pruning structure validity + }; + } // namespace Sq + +} + +/** @} */ +#endif // SQ_PRUNING_STRUCTURE |