// 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) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "SceneVehicleSceneQuery.h" #include "vehicle/PxVehicleSDK.h" #include "PxFiltering.h" #include "PsFoundation.h" #include "PsUtilities.h" #define CHECK_MSG(exp, msg) (!!(exp) || (physx::shdfnd::getFoundation().error(physx::PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__, msg), 0) ) #define SIZEALIGN16(size) (((unsigned)(size)+15)&((unsigned)(~15))); void VehicleSetupDrivableShapeQueryFilterData(PxFilterData* qryFilterData) { CHECK_MSG(0 == qryFilterData->word3, "word3 is reserved for filter data for vehicle raycast queries"); qryFilterData->word3 = (PxU32)VEHICLE_DRIVABLE_SURFACE; } void VehicleSetupNonDrivableShapeQueryFilterData(PxFilterData* qryFilterData) { CHECK_MSG(0 == qryFilterData->word3, "word3 is reserved for filter data for vehicle raycast queries"); qryFilterData->word3 = (PxU32)VEHICLE_UNDRIVABLE_SURFACE; } void VehicleSetupVehicleShapeQueryFilterData(PxFilterData* qryFilterData) { CHECK_MSG(0 == qryFilterData->word3, "word3 is reserved for filter data for vehicle raycast queries"); qryFilterData->word3 = (PxU32)VEHICLE_UNDRIVABLE_SURFACE; } VehicleSceneQueryData* VehicleSceneQueryData::allocate(const PxU32 maxNumWheels) { VehicleSceneQueryData* sqData = (VehicleSceneQueryData*)PX_ALLOC(sizeof(VehicleSceneQueryData), "PxVehicleNWSceneQueryData"); sqData->init(); sqData->mSqResults = (PxRaycastQueryResult*)PX_ALLOC(sizeof(PxRaycastQueryResult)*maxNumWheels, "PxRaycastQueryResult"); sqData->mNbSqResults = maxNumWheels; sqData->mSqHitBuffer = (PxRaycastHit*)PX_ALLOC(sizeof(PxRaycastHit)*maxNumWheels, "PxRaycastHit"); sqData->mNumQueries = maxNumWheels; sqData->mSqSweepResults = (PxSweepQueryResult*)PX_ALLOC(sizeof(PxSweepQueryResult) * maxNumWheels, "PxSweepQueryResult"); sqData->mNbSqSweepResults = maxNumWheels; sqData->mSqSweepHitBuffer = (PxSweepHit*)PX_ALLOC(sizeof(PxSweepHit) * maxNumWheels, "PxSweepHit"); sqData->mNumSweepQueries = maxNumWheels; return sqData; } void VehicleSceneQueryData::free() { PX_FREE(this); } PxBatchQuery* VehicleSceneQueryData::setUpBatchedSceneQuery(PxScene* scene) { PxBatchQueryDesc sqDesc(mNbSqResults, 0, 0); sqDesc.queryMemory.userRaycastResultBuffer = mSqResults; sqDesc.queryMemory.userRaycastTouchBuffer = mSqHitBuffer; sqDesc.queryMemory.raycastTouchBufferSize = mNumQueries; sqDesc.preFilterShader = mPreFilterShader; return scene->createBatchQuery(sqDesc); } PxBatchQuery* VehicleSceneQueryData::setUpBatchedSceneQuerySweep(PxScene* scene) { PxBatchQueryDesc sqDesc(0, mNbSqResults, 0); sqDesc.queryMemory.userSweepResultBuffer = mSqSweepResults; sqDesc.queryMemory.userSweepTouchBuffer = mSqSweepHitBuffer; sqDesc.queryMemory.sweepTouchBufferSize = mNumQueries; sqDesc.preFilterShader = mPreFilterShader; return scene->createBatchQuery(sqDesc); }