// // 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_SCENEQUERYMANAGER #define PX_PHYSICS_SCENEQUERYMANAGER /** \addtogroup physics @{ */ #include "PxSceneDesc.h" #include "CmBitMap.h" #include "PsArray.h" #include "SqPruner.h" #include "PsMutex.h" #include "PxActor.h" // needed for offset table #include "ScbActor.h" // needed for offset table // threading #include "PsSync.h" namespace physx { class PxRigidActor; class NpShape; class NpBatchQuery; namespace Scb { class Scene; class Shape; } namespace Sc { class ActorCore; } namespace Sq { typedef size_t PrunerData; #define SQ_INVALID_PRUNER_DATA 0xffffffff struct ActorShape; struct PrunerPayload; class Pruner; struct OffsetTable { PX_FORCE_INLINE OffsetTable() {} PX_FORCE_INLINE const Scb::Actor& convertPxActor2Scb(const PxActor& actor) const { return *Ps::pointerOffset(&actor, pxActorToScbActor[actor.getConcreteType()]); } PX_FORCE_INLINE const Sc::ActorCore& convertScbActor2Sc(const Scb::Actor& actor) const { return *Ps::pointerOffset(&actor, scbToSc[actor.getScbType()]); } ptrdiff_t pxActorToScbActor[PxConcreteType::ePHYSX_CORE_COUNT]; ptrdiff_t scbToSc[ScbType::eTYPE_COUNT]; }; extern OffsetTable gOffsetTable; // PT: extended pruner structure. We might want to move the additional data to the pruner itself later. struct PrunerExt { PrunerExt(); ~PrunerExt(); void init(PxPruningStructureType::Enum type, PxU64 contextID); void flushMemory(); void preallocate(PxU32 nbShapes); void flushShapes(PxU32 index); void addToDirtyList(PrunerHandle handle); Ps::IntBool isDirty(PrunerHandle handle) const; void removeFromDirtyList(PrunerHandle handle); void growDirtyList(PrunerHandle handle); PX_FORCE_INLINE PxPruningStructureType::Enum type() const { return mPrunerType; } PX_FORCE_INLINE const Pruner* pruner() const { return mPruner; } PX_FORCE_INLINE Pruner* pruner() { return mPruner; } PX_FORCE_INLINE PxU32 timestamp() const { return mTimestamp; } PX_FORCE_INLINE void invalidateTimestamp() { mTimestamp++; } private: Pruner* mPruner; Cm::BitMap mDirtyMap; Ps::Array mDirtyList; PxPruningStructureType::Enum mPrunerType; PxU32 mTimestamp; PX_NOCOPY(PrunerExt) friend class SceneQueryManager; }; struct DynamicBoundsSync : public Sc::SqBoundsSync { virtual void sync(const PrunerHandle* handles, const PxU32* indices, const PxBounds3* bounds, PxU32 count, const Cm::BitMap& dirtyShapeSimMap); Pruner* mPruner; PxU32* mTimestamp; }; class SceneQueryManager : public Ps::UserAllocated { PX_NOCOPY(SceneQueryManager) public: SceneQueryManager(Scb::Scene& scene, PxPruningStructureType::Enum staticStructure, PxPruningStructureType::Enum dynamicStructure, PxU32 dynamicTreeRebuildRateHint, const PxSceneLimits& limits); ~SceneQueryManager(); PrunerData addPrunerShape(const NpShape& shape, const PxRigidActor& actor, bool dynamic, const PxBounds3* bounds=NULL, bool hasPrunerStructure = false); void removePrunerShape(PrunerData shapeData); const PrunerPayload& getPayload(PrunerData shapeData) const; public: PX_FORCE_INLINE Scb::Scene& getScene() const { return mScene; } PX_FORCE_INLINE PxU32 getDynamicTreeRebuildRateHint() const { return mRebuildRateHint; } PX_FORCE_INLINE const PrunerExt& get(PruningIndex::Enum index) const { return mPrunerExt[index]; } PX_FORCE_INLINE PrunerExt& get(PruningIndex::Enum index) { return mPrunerExt[index]; } void preallocate(PxU32 staticShapes, PxU32 dynamicShapes); void markForUpdate(PrunerData s); void setDynamicTreeRebuildRateHint(PxU32 dynTreeRebuildRateHint); void flushUpdates(); void forceDynamicTreeRebuild(bool rebuildStaticStructure, bool rebuildDynamicStructure); void sceneQueryBuildStep(PruningIndex::Enum index); DynamicBoundsSync& getDynamicBoundsSync() { return mDynamicBoundsSync; } bool prepareSceneQueriesUpdate(PruningIndex::Enum index); // Force a rebuild of the aabb/loose octree etc to allow raycasting on multiple threads. void validateSimUpdates(); void afterSync(PxSceneQueryUpdateMode::Enum updateMode); void shiftOrigin(const PxVec3& shift); void flushMemory(); private: PrunerExt mPrunerExt[PruningIndex::eCOUNT]; PxU32 mRebuildRateHint; Scb::Scene& mScene; // threading shdfnd::Mutex mSceneQueryLock; // to make sure only one query updates the dirty pruner structure if multiple queries run in parallel DynamicBoundsSync mDynamicBoundsSync; volatile bool mPrunerNeedsUpdating; void flushShapes(); }; /////////////////////////////////////////////////////////////////////////////// // PT: TODO: replace PrunerData with just PxU32 to save memory on Win64. Breaks binary compatibility though. // PT: was previously called 'ActorShape' but does not contain an actor or shape pointer, contrary to the Np-level struct with the same name. // PT: it only contains a pruner index (0 or 1) and a pruner handle. Hence the new name. PX_FORCE_INLINE PrunerData createPrunerData(PxU32 index, PrunerHandle h) { return PrunerData((h << 1) | index); } PX_FORCE_INLINE PxU32 getPrunerIndex(PrunerData data) { return PxU32(data & 1); } PX_FORCE_INLINE PrunerHandle getPrunerHandle(PrunerData data) { return PrunerHandle(data >> 1); } /////////////////////////////////////////////////////////////////////////////// } // namespace Sq } /** @} */ #endif