// 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. #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