// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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_VOLUMECACHE #define PX_PHYSICS_NP_VOLUMECACHE #include "PxVolumeCache.h" #include "PsUserAllocated.h" #include "CmPhysXCommon.h" #include "PsArray.h" namespace physx { struct MultiQueryInput; namespace Sq { class SceneQueryManager; } // internal implementation for PxVolumeCache class NpVolumeCache : public PxVolumeCache, public Ps::UserAllocated { public: NpVolumeCache(Sq::SceneQueryManager* sqm, PxU32 maxNbStatic, PxU32 maxNbDynamic); virtual ~NpVolumeCache(); virtual bool isValid() const; bool isValid(PxU32 isDynamic) const; virtual FillStatus fill(const PxGeometry& cacheVolume, const PxTransform& pose); FillStatus fillInternal(PxU32 isDynamic, const PxOverlapHit* buffer = NULL, PxI32 count = 0); virtual bool getCacheVolume(PxGeometryHolder& resultVolume, PxTransform& resultPose); virtual PxI32 getNbCachedShapes(); virtual void invalidate(); virtual void release(); virtual void forEach(Iterator& iter); virtual void setMaxNbStaticShapes(PxU32 maxCount); virtual PxU32 getMaxNbStaticShapes(); virtual void setMaxNbDynamicShapes(PxU32 maxCount); virtual PxU32 getMaxNbDynamicShapes(); template bool multiQuery( const MultiQueryInput& multiInput, // type specific input data PxHitCallback& hitCall, PxHitFlags hitFlags, const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall, PxF32 inflation = 0.0f) const; virtual bool raycast( const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, PxRaycastCallback& hitCall, PxHitFlags hitFlags, const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall) const; virtual bool sweep( const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, const PxReal distance, PxSweepCallback& hitCall, PxHitFlags hitFlags, const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall, const PxReal inflation) const; virtual bool overlap( const PxGeometry& geometry, const PxTransform& pose, PxOverlapCallback& hitCall, const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall) const; void onOriginShift(const PxVec3& shift); PxGeometryHolder mCacheVolume; PxTransform mCachePose; PxU32 mMaxShapeCount[2]; Sq::SceneQueryManager* mSQManager; mutable Ps::Array mCache[2]; // AP todo: improve memory management, could we have one allocation for both? PxU32 mStaticTimestamp; PxU32 mDynamicTimestamp; bool mIsInvalid[2]; // invalid for reasons other than timestamp, such as overflow on previous fill }; } #endif // PX_PHYSICS_NP_SCENE