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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_NP_SCENEQUERY
+#define PX_PHYSICS_NP_SCENEQUERY
+/** \addtogroup physics
+@{ */
+
+#include "PxBatchQuery.h"
+#include "PsArray.h"
+#include "PsUserAllocated.h"
+#include "CmPhysXCommon.h"
+#include "PsSync.h"
+
+namespace physx
+{
+
+class NpSceneQueryManager;
+struct BatchStreamHeader;
+class NpScene;
+
+namespace Sq
+{
+class SceneQueryManager;
+}
+
+struct BatchQueryStream : Ps::Array<char>
+{
+ BatchQueryStream() { rewind(); }
+
+ void rewind() { mPosition = 0; }
+
+ PX_FORCE_INLINE PxI32 getPos() { return PxI32(mPosition); } // signed to avoid casts elsewhere
+
+ // write an object of type T to the stream, copying by value
+ template<typename T>
+ PX_FORCE_INLINE void write(const T* val, PxU32 count = 1)
+ {
+ PX_COMPILE_TIME_ASSERT(sizeof(T) > 0);
+ PxU32 newPosition = mPosition + sizeof(T)*count;
+ if (newPosition > capacity())
+ reserve(newPosition+(newPosition<<1));
+ resizeUninitialized(newPosition);
+ T* dest = reinterpret_cast<T*>(begin() + mPosition);
+ for (PxU32 i = 0; i < count; i++)
+ {
+ *dest = *(val+i);
+ dest++;
+ }
+ mPosition = newPosition;
+ }
+
+ template<typename T>
+ PX_FORCE_INLINE void write(const T& val)
+ {
+ write(&val, 1);
+ }
+
+ PX_FORCE_INLINE bool atEnd() const { return mPosition >= size(); }
+
+protected:
+ mutable PxU32 mPosition;
+};
+
+struct BatchQueryStreamReader
+{
+ BatchQueryStreamReader(char* buffer) : mBuffer(buffer), mReadPos(0) {}
+
+ // read an object of type T from the stream (simply returns a pointer without copying)
+ template<typename T>
+ PX_FORCE_INLINE T* read(PxU32 count = 1)
+ {
+ //PX_ASSERT(mPosition+sizeof(T)*count <= size());
+ T* result = reinterpret_cast<T*>(mBuffer+mReadPos);
+ mReadPos += sizeof(T)*count;
+ return result;
+ }
+
+ char* mBuffer;
+ PxU32 mReadPos;
+};
+
+class NpBatchQuery : public PxBatchQuery, public Ps::UserAllocated
+{
+public:
+ NpBatchQuery(NpScene& owner, const PxBatchQueryDesc& d);
+ virtual ~NpBatchQuery();
+
+ // PxBatchQuery interface
+ virtual void execute();
+ virtual void release();
+ virtual PxBatchQueryPreFilterShader getPreFilterShader() const;
+ virtual PxBatchQueryPostFilterShader getPostFilterShader() const;
+ virtual const void* getFilterShaderData() const;
+ virtual PxU32 getFilterShaderDataSize() const;
+ virtual PxClientID getOwnerClient() const;
+ virtual void setUserMemory(const PxBatchQueryMemory& );
+ virtual const PxBatchQueryMemory& getUserMemory();
+
+ virtual void raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal distance, PxU16 maxTouchHits,
+ PxHitFlags hitFlags, const PxQueryFilterData& filterData,
+ void* userData, const PxQueryCache* cache);
+
+ virtual void overlap(const PxGeometry& geometry, const PxTransform& pose, PxU16 maxTouchHits,
+ const PxQueryFilterData& filterData, void* userData,
+ const PxQueryCache* cache);
+
+ virtual void sweep(const PxGeometry& geometry, const PxTransform& pose,
+ const PxVec3& unitDir, const PxReal distance, PxU16 maxTouchHits,
+ PxHitFlags hitFlags, const PxQueryFilterData& filterData,
+ void* userData, const PxQueryCache* cache, const PxReal inflation);
+
+ PxBatchQueryDesc& getDesc() { return mDesc; }
+ virtual const PxBatchQueryDesc& getDesc() const { return mDesc; }
+
+ enum { eTERMINAL = PxU32(-16) }; // -16 so it's aligned to avoid SPU checks
+
+ // sync object for batch query completion wait
+ shdfnd::Sync mSync;
+private:
+ void resetResultBuffers();
+ void finalizeExecute();
+ void writeBatchHeader(const BatchStreamHeader& h);
+
+ NpScene* mNpScene;
+ BatchQueryStream mStream;
+ PxU32 mNbRaycasts, mNbOverlaps, mNbSweeps;
+ volatile PxI32 mBatchQueryIsRunning;
+ PxBatchQueryDesc mDesc;
+ // offset in mStream of the offset to the next query for the last header written by BQ query functions
+ PxU32 mPrevOffset;
+ bool mHasMtdSweep;
+
+ friend class physx::Sq::SceneQueryManager;
+};
+
+}
+
+/** @} */
+#endif