// 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 SQ_PRUNING_STRUCTURE #define SQ_PRUNING_STRUCTURE /** \addtogroup physics @{ */ #include "CmPhysXCommon.h" #include "PxPruningStructure.h" #include "PsUserAllocated.h" namespace physx { namespace Sq { class AABBTreeRuntimeNode; struct PruningIndex { enum Enum { eSTATIC = 0, eDYNAMIC = 1, eCOUNT = 2 }; }; class PruningStructure : public PxPruningStructure, public Ps::UserAllocated { PX_NOCOPY(PruningStructure) public: // PX_SERIALIZATION PruningStructure(PxBaseFlags baseFlags); virtual void resolveReferences(PxDeserializationContext& ); static PruningStructure* createObject(PxU8*& address, PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); void exportExtraData(PxSerializationContext&); void importExtraData(PxDeserializationContext&); virtual void requires(PxProcessPxBaseCallback&); //~PX_SERIALIZATION // PX_PRUNING_STRUCTURE virtual PxU32 getRigidActors(PxRigidActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const; virtual PxU32 getNbRigidActors() const { return mNbActors; } void release(); // ~PX_PRUNING_STRUCTURE PruningStructure(); ~PruningStructure(); bool build(PxRigidActor*const* actors, PxU32 nbActors); PX_FORCE_INLINE PxU32 getNbActors() const { return mNbActors; } PX_FORCE_INLINE PxActor*const* getActors() const { return mActors; } PX_FORCE_INLINE AABBTreeRuntimeNode* getTreeNodes(PruningIndex::Enum currentTree) const { return mAABBTreeNodes[currentTree]; } PX_FORCE_INLINE PxU32 getTreeNbNodes(PruningIndex::Enum currentTree) const { return mNbNodes[currentTree]; } PX_FORCE_INLINE PxU32* getTreeIndices(PruningIndex::Enum currentTree) const { return mAABBTreeIndices[currentTree]; } PX_FORCE_INLINE PxU32 getNbObjects(PruningIndex::Enum currentTree) const { return mNbObjects[currentTree]; } PX_FORCE_INLINE bool isValid() const { return mValid; } void invalidate(PxActor* actor); private: PxU32 mNbNodes[2]; // Nb nodes in AABB tree AABBTreeRuntimeNode* mAABBTreeNodes[2]; // AABB tree runtime nodes PxU32 mNbObjects[2]; // Nb objects in AABB tree PxU32* mAABBTreeIndices[2]; // AABB tree indices PxU32 mNbActors; // Nb actors from which the pruner structure was build PxActor** mActors; // actors used for pruner structure build, used later for serialization bool mValid; // pruning structure validity }; } // namespace Sq } /** @} */ #endif // SQ_PRUNING_STRUCTURE