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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/SqSceneQueryManager.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/SqSceneQueryManager.h')
| -rw-r--r-- | PhysX_3.4/Source/SceneQuery/include/SqSceneQueryManager.h | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SceneQuery/include/SqSceneQueryManager.h b/PhysX_3.4/Source/SceneQuery/include/SqSceneQueryManager.h new file mode 100644 index 00000000..4315a7fc --- /dev/null +++ b/PhysX_3.4/Source/SceneQuery/include/SqSceneQueryManager.h @@ -0,0 +1,194 @@ +// 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 |