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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/src/SqPruningPool.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 SQ_PRUNINGPOOL_H
+#define SQ_PRUNINGPOOL_H
+
+#include "SqPruner.h"
+#include "SqTypedef.h"
+#include "SqBounds.h"
+
+namespace physx
+{
+namespace Sq
+{
+ // This class is designed to maintain a two way mapping between pair(PrunerPayload,AABB) and PrunerHandle
+ // Internally there's also an index for handles (AP: can be simplified?)
+ // This class effectively stores bounded pruner payloads, returns a PrunerHandle and allows O(1)
+ // access to them using a PrunerHandle
+ // Supported operations are add, remove, update bounds
+ class PruningPool
+ {
+ public:
+ PruningPool();
+ ~PruningPool();
+
+ PX_FORCE_INLINE const PrunerPayload& getPayload(PrunerHandle handle) const { return mObjects[getIndex(handle)]; }
+
+ PX_FORCE_INLINE const PrunerPayload& getPayload(PrunerHandle handle, PxBounds3*& bounds) const
+ {
+ const PoolIndex index = getIndex(handle);
+ bounds = mWorldBoxes + index;
+ return mObjects[index];
+ }
+
+ void shiftOrigin(const PxVec3& shift);
+
+ // PT: adds 'count' objects to the pool. Needs 'count' bounds and 'count' payloads passed as input. Writes out 'count' handles
+ // in 'results' array. Function returns number of successfully added objects, ideally 'count' but can be less in case we run
+ // out of memory.
+ PxU32 addObjects(PrunerHandle* results, const PxBounds3* bounds, const PrunerPayload* payload, PxU32 count);
+
+ // this function will swap the last object with the hole formed by removed PrunerHandle object
+ // and return the removed last object's index in the pool
+ PoolIndex removeObject(PrunerHandle h);
+
+ // Data access
+ PX_FORCE_INLINE PoolIndex getIndex(PrunerHandle h)const { return mHandleToIndex[h]; }
+ PX_FORCE_INLINE PrunerPayload* getObjects() const { return mObjects; }
+ PX_FORCE_INLINE PxU32 getNbActiveObjects() const { return mNbObjects; }
+ PX_FORCE_INLINE const PxBounds3* getCurrentWorldBoxes() const { return mWorldBoxes; }
+ PX_FORCE_INLINE PxBounds3* getCurrentWorldBoxes() { return mWorldBoxes; }
+
+ PX_FORCE_INLINE void setWorldAABB(PrunerHandle h, const PxBounds3& worldAABB)
+ {
+ mWorldBoxes[getIndex(h)] = worldAABB;
+ }
+
+ PX_FORCE_INLINE const PxBounds3& getWorldAABB(PrunerHandle h) const
+ {
+ return mWorldBoxes[getIndex(h)];
+ }
+
+ PX_FORCE_INLINE void updateObjects(const PrunerHandle* handles, const PxU32* indices, const PxBounds3* newBounds, PxU32 count)
+ {
+ for(PxU32 i=0; i<count; i++)
+ Sq::inflateBounds(mWorldBoxes[getIndex(handles[i])], newBounds[indices[i]]);
+ }
+
+ void preallocate(PxU32 entries);
+// protected:
+
+ PxU32 mNbObjects; //!< Current number of objects
+ PxU32 mMaxNbObjects; //!< Max. number of objects (capacity for mWorldBoxes, mObjects)
+
+ //!< these arrays are parallel
+ PxBounds3* mWorldBoxes; //!< List of world boxes, stores mNbObjects, capacity=mMaxNbObjects
+ PrunerPayload* mObjects; //!< List of objects, stores mNbObjects, capacity=mMaxNbObjects
+// private:
+ PoolIndex* mHandleToIndex; //!< Maps from PrunerHandle to internal index (payload index in mObjects)
+ PrunerHandle* mIndexToHandle; //!< Inverse map from objectIndex to PrunerHandle
+
+ // this is the head of a list of holes formed in mHandleToIndex
+ // by removed handles
+ // the rest of the list is stored in holes in mHandleToIndex (in place)
+ PrunerHandle mFirstRecycledHandle;
+
+ bool resize(PxU32 newCapacity);
+ };
+
+} // namespace Sq
+
+}
+
+#endif // SQ_PRUNINGPOOL_H