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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
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/SceneQuery/include')
-rw-r--r--PhysX_3.4/Source/SceneQuery/include/SqPruner.h246
-rw-r--r--PhysX_3.4/Source/SceneQuery/include/SqPrunerMergeData.h62
-rw-r--r--PhysX_3.4/Source/SceneQuery/include/SqPruningStructure.h110
-rw-r--r--PhysX_3.4/Source/SceneQuery/include/SqSceneQueryManager.h194
4 files changed, 612 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SceneQuery/include/SqPruner.h b/PhysX_3.4/Source/SceneQuery/include/SqPruner.h
new file mode 100644
index 00000000..8a8bcbfa
--- /dev/null
+++ b/PhysX_3.4/Source/SceneQuery/include/SqPruner.h
@@ -0,0 +1,246 @@
+// 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_PRUNER_H
+#define SQ_PRUNER_H
+
+#include "foundation/PxBounds3.h"
+#include "PxGeometry.h"
+#include "PxQueryReport.h"
+#include "PsUserAllocated.h"
+#include "SqPruningStructure.h"
+#include "GuSphere.h"
+#include "GuBox.h"
+#include "GuCapsule.h"
+
+namespace physx
+{
+ namespace Gu
+ {
+ class ShapeData;
+ }
+}
+
+namespace physx
+{
+ namespace Cm
+ {
+ class RenderOutput;
+ }
+
+namespace Sq
+{
+
+typedef PxU32 PrunerHandle;
+
+static const PrunerHandle INVALID_PRUNERHANDLE = 0xFFffFFff;
+static const PxReal SQ_PRUNER_INFLATION = 1.01f; // pruner test shape inflation (not narrow phase shape)
+
+struct PrunerPayload
+{
+ size_t data[2];
+
+ PX_FORCE_INLINE bool operator == (const PrunerPayload& other) const
+ {
+ return (data[0] == other.data[0]) && (data[1] == other.data[1]);
+ }
+};
+
+struct PrunerCallback
+{
+ virtual PxAgain invoke(PxReal& distance, const PrunerPayload& payload) = 0;
+ virtual ~PrunerCallback() {}
+};
+
+class Pruner : public Ps::UserAllocated
+{
+public:
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * \brief Adds objects to the pruner.
+ * \param results [out] an array for resulting handles
+ * \param bounds [in] an array of bounds
+ * \param userData [in] an array of object data
+ * \param count [in] the number of objects in the arrays
+ * \param hasPruningStructure [in] if added objects have pruning structure. The structure will be merged later, adding the objects will not invalidate the pruner.
+ *
+ * \return true if success, false if internal allocation failed. The first failing add results in a INVALID_PRUNERHANDLE.
+ *
+ * Handles are usable as indices. Each handle is either be a recycled handle returned by the client via removeObjects(),
+ * or a fresh handle that is either zero, or one greater than the last fresh handle returned.
+ *
+ * Objects and bounds in the arrays have the same number of elements and ordering.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool addObjects(PrunerHandle* results, const PxBounds3* bounds, const PrunerPayload* userData, PxU32 count = 1, bool hasPruningStructure = false) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Removes objects from the pruner.
+ * \param handles [in] the objects to remove
+ * \param count [in] the number of objects to remove
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual void removeObjects(const PrunerHandle* handles, PxU32 count = 1) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Updates objects with new bounds.
+ * \param handles [in] the objects to update
+ * \param newBounds [in] updated bounds. Can be NULL if bounds have been written already through getPayload calls.
+ * \param count [in] the number of objects to update
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual void updateObjects(const PrunerHandle* handles, const PxBounds3* newBounds, PxU32 count = 1) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Updates objects with new indexed bounds.
+ * \param handles [in] the objects to update
+ * \param indices [in] the indices of the bounds in the bounds array
+ * \param newBounds [in] updated bounds array
+ * \param count [in] the number of objects to update
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual void updateObjects(const PrunerHandle* handles, const PxU32* indices, const PxBounds3* newBounds, PxU32 count = 1) = 0;
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Makes the queries consistent with previous changes.
+ * This function must be called before starting queries on an updated Pruner and assert otherwise.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual void commit() = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Merges pruning structure to current pruner, parameters may differ for each pruner implementation
+ * \param mergeParams [in] Pruning structure to merge.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual void merge(const void* mergeParams) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Query functions
+ *
+ * Note: return value may disappear if PrunerCallback contains the necessary information
+ * currently it is still used for the dynamic pruner internally (to decide if added objects must be queried)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual PxAgain raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal& inOutDistance, PrunerCallback&) const = 0;
+ virtual PxAgain overlap(const Gu::ShapeData& queryVolume, PrunerCallback&) const = 0;
+ virtual PxAgain sweep(const Gu::ShapeData& queryVolume, const PxVec3& unitDir, PxReal& inOutDistance, PrunerCallback&) const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Retrieve the object data associated with the handle
+ *
+ * \param handle The handle returned by addObjects()
+ *
+ * \return A reference to the object data
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual const PrunerPayload& getPayload(PrunerHandle handle) const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Retrieve the object data associated with the handle, plus the destination address for its matrix. The user is then expected to write the new AABB there.
+ *
+ * \param handle [in] The handle returned by addObjects()
+ * \param bounds [out] destination address for this object's bounds
+ *
+ * \return A reference to the object data
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual const PrunerPayload& getPayload(PrunerHandle handle, PxBounds3*& bounds) const = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Preallocate space
+ *
+ * \param entries the number of entries to preallocate space for
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual void preallocate(PxU32 entries) = 0;
+
+ // shift the origin of the pruner objects
+ virtual void shiftOrigin(const PxVec3& shift) = 0;
+
+ virtual ~Pruner() {}
+
+ // additional 'internal' interface
+ virtual void visualize(Cm::RenderOutput&, PxU32) const {}
+};
+
+//////////////////////////////////////////////////////////////////////////
+/**
+* Pruner building accel structure over time base class
+*/
+//////////////////////////////////////////////////////////////////////////
+class IncrementalPruner: public Pruner
+{
+public:
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * gets rid of internal accel struct.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual void purge() = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * sets the rebuild hint rate used for step building the accel structure.
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual void setRebuildRateHint(PxU32 nbStepsForRebuild) = 0;
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Steps the accel structure build.
+ * returns true if finished
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ virtual bool buildStep() = 0;
+};
+
+//////////////////////////////////////////////////////////////////////////
+/**
+* Creates AABBPruner
+*/
+//////////////////////////////////////////////////////////////////////////
+IncrementalPruner* createAABBPruner(bool incrementalRebuild);
+
+}
+
+}
+
+#endif // SQ_PRUNER_H
diff --git a/PhysX_3.4/Source/SceneQuery/include/SqPrunerMergeData.h b/PhysX_3.4/Source/SceneQuery/include/SqPrunerMergeData.h
new file mode 100644
index 00000000..d7744362
--- /dev/null
+++ b/PhysX_3.4/Source/SceneQuery/include/SqPrunerMergeData.h
@@ -0,0 +1,62 @@
+// 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_PRUNER_MERGE_DATA
+#define SQ_PRUNER_MERGE_DATA
+/** \addtogroup physics
+@{ */
+
+#include "CmPhysXCommon.h"
+
+namespace physx
+{
+ namespace Sq
+ {
+ class AABBTreeRuntimeNode;
+
+ struct AABBPrunerMergeData
+ {
+ AABBPrunerMergeData(PxU32 nbNodes, const AABBTreeRuntimeNode* nodes, PxU32 nbObjects, const PxU32* indices)
+ : mNbNodes(nbNodes), mAABBTreeNodes(nodes), mNbObjects(nbObjects), mAABBTreeIndices(indices)
+ {
+ }
+
+ PxU32 mNbNodes; // Nb nodes in AABB tree
+ const AABBTreeRuntimeNode* mAABBTreeNodes; // AABB tree runtime nodes
+ PxU32 mNbObjects; // Nb objects in AABB tree
+ const PxU32* mAABBTreeIndices; // AABB tree indices
+ };
+
+ } // namespace Sq
+
+}
+
+/** @} */
+#endif // SQ_PRUNING_STRUCTURE
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
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