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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/SceneQuery/include/SqSceneQueryManager.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]
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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_SCENEQUERYMANAGER
+#define PX_PHYSICS_SCENEQUERYMANAGER
+/** \addtogroup physics
+@{ */
+
+#include "PxSceneDesc.h"
+#include "CmBitMap.h"
+#include "PsArray.h"
+#include "SqPruner.h"
+#include "PsMutex.h"
+#include "PxActor.h" // needed for offset table
+#include "ScbActor.h" // needed for offset table
+// threading
+#include "PsSync.h"
+
+namespace physx
+{
+
+class PxRigidActor;
+class NpShape;
+class NpBatchQuery;
+
+namespace Scb
+{
+ class Scene;
+ class Shape;
+}
+
+namespace Sc
+{
+ class ActorCore;
+ struct SqBoundsSync;
+}
+
+namespace Sq
+{
+ typedef size_t PrunerData;
+ #define SQ_INVALID_PRUNER_DATA 0xffffffff
+
+ struct ActorShape;
+ struct PrunerPayload;
+ class Pruner;
+
+ struct OffsetTable
+ {
+ PX_FORCE_INLINE OffsetTable() {}
+ PX_FORCE_INLINE const Scb::Actor& convertPxActor2Scb(const PxActor& actor) const { return *Ps::pointerOffset<const Scb::Actor*>(&actor, pxActorToScbActor[actor.getConcreteType()]); }
+ PX_FORCE_INLINE const Sc::ActorCore& convertScbActor2Sc(const Scb::Actor& actor) const { return *Ps::pointerOffset<const Sc::ActorCore*>(&actor, scbToSc[actor.getScbType()]); }
+
+ ptrdiff_t pxActorToScbActor[PxConcreteType::ePHYSX_CORE_COUNT];
+ ptrdiff_t scbToSc[ScbType::TYPE_COUNT];
+ };
+ extern OffsetTable gOffsetTable;
+
+ // PT: extended pruner structure. We might want to move the additional data to the pruner itself later.
+ struct PrunerExt
+ {
+ PrunerExt();
+ ~PrunerExt();
+
+ void init(PxPruningStructureType::Enum type, PxU64 contextID);
+ void flushMemory();
+ void preallocate(PxU32 nbShapes);
+ void flushShapes(PxU32 index);
+
+ void addToDirtyList(PrunerHandle handle);
+ Ps::IntBool isDirty(PrunerHandle handle) const;
+ void removeFromDirtyList(PrunerHandle handle);
+ void growDirtyList(PrunerHandle handle);
+
+ PX_FORCE_INLINE PxPruningStructureType::Enum type() const { return mPrunerType; }
+ PX_FORCE_INLINE const Pruner* pruner() const { return mPruner; }
+ PX_FORCE_INLINE Pruner* pruner() { return mPruner; }
+ PX_FORCE_INLINE PxU32 timestamp() const { return mTimestamp; }
+ PX_FORCE_INLINE void invalidateTimestamp() { mTimestamp++; }
+
+ private:
+ Pruner* mPruner;
+ Cm::BitMap mDirtyMap;
+ Ps::Array<PrunerHandle> mDirtyList;
+ PxPruningStructureType::Enum mPrunerType;
+ PxU32 mTimestamp;
+
+ PX_NOCOPY(PrunerExt)
+
+ friend class SceneQueryManager;
+ };
+
+ struct DynamicBoundsSync : public Sc::SqBoundsSync
+ {
+ virtual void sync(const PxU32* sqRefs, const PxU32* indices, const PxBounds3* bounds, PxU32 count);
+ Pruner* mPruner;
+ PxU32 *mTimestamp;
+ };
+
+ class SceneQueryManager : public Ps::UserAllocated
+ {
+ PX_NOCOPY(SceneQueryManager)
+ public:
+ SceneQueryManager(Scb::Scene& scene, PxPruningStructureType::Enum staticStructure,
+ PxPruningStructureType::Enum dynamicStructure, PxU32 dynamicTreeRebuildRateHint,
+ const PxSceneLimits& limits);
+ ~SceneQueryManager();
+
+ PrunerData addPrunerShape(const NpShape& shape, const PxRigidActor& actor, bool dynamic, const PxBounds3* bounds=NULL, bool hasPrunerStructure = false);
+ void removePrunerShape(PrunerData shapeData);
+ const PrunerPayload& getPayload(PrunerData shapeData) const;
+
+ public:
+ PX_FORCE_INLINE Scb::Scene& getScene() const { return mScene; }
+ PX_FORCE_INLINE PxU32 getDynamicTreeRebuildRateHint() const { return mRebuildRateHint; }
+
+ PX_FORCE_INLINE const PrunerExt& get(PruningIndex::Enum index) const { return mPrunerExt[index]; }
+ PX_FORCE_INLINE PrunerExt& get(PruningIndex::Enum index) { return mPrunerExt[index]; }
+
+ void preallocate(PxU32 staticShapes, PxU32 dynamicShapes);
+ void markForUpdate(PrunerData s);
+ void setDynamicTreeRebuildRateHint(PxU32 dynTreeRebuildRateHint);
+
+ void flushUpdates();
+ void forceDynamicTreeRebuild(bool rebuildStaticStructure, bool rebuildDynamicStructure);
+
+ DynamicBoundsSync& getDynamicBoundsSync() { return mDynamicBoundsSync; }
+
+ // Force a rebuild of the aabb/loose octree etc to allow raycasting on multiple threads.
+ void processSimUpdates();
+ void validateSimUpdates();
+ void afterSync(bool commit);
+ void shiftOrigin(const PxVec3& shift);
+
+ void flushMemory();
+ private:
+ PrunerExt mPrunerExt[PruningIndex::eCOUNT];
+
+ PxU32 mRebuildRateHint;
+
+ Scb::Scene& mScene;
+
+ // threading
+ shdfnd::Mutex mSceneQueryLock; // to make sure only one query updates the dirty pruner structure if multiple queries run in parallel
+
+ DynamicBoundsSync mDynamicBoundsSync;
+
+ void flushShapes();
+ };
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // PT: TODO: replace PrunerData with just PxU32 to save memory on Win64. Breaks binary compatibility though.
+ // PT: was previously called 'ActorShape' but does not contain an actor or shape pointer, contrary to the Np-level struct with the same name.
+ // PT: it only contains a pruner index (0 or 1) and a pruner handle. Hence the new name.
+ PX_FORCE_INLINE PrunerData createPrunerData(PxU32 index, PrunerHandle h) { return size_t((h << 1) | index); }
+ PX_FORCE_INLINE PxU32 getPrunerIndex(PrunerData data) { return PxU32(data & 1); }
+ PX_FORCE_INLINE PrunerHandle getPrunerHandle(PrunerData data) { return PxU32(data >> 1); }
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+
+} // namespace Sq
+
+}
+
+/** @} */
+#endif