// 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_PRUNINGPOOL_H #define SQ_PRUNINGPOOL_H #include "SqPruner.h" #include "SqTypedef.h" #include "SqBounds.h" namespace physx { namespace Sq { // This class is designed to maintain a two way mapping between pair(PrunerPayload,AABB) and PrunerHandle // Internally there's also an index for handles (AP: can be simplified?) // This class effectively stores bounded pruner payloads, returns a PrunerHandle and allows O(1) // access to them using a PrunerHandle // Supported operations are add, remove, update bounds class PruningPool { public: PruningPool(); ~PruningPool(); PX_FORCE_INLINE const PrunerPayload& getPayload(PrunerHandle handle) const { return mObjects[getIndex(handle)]; } PX_FORCE_INLINE const PrunerPayload& getPayload(PrunerHandle handle, PxBounds3*& bounds) const { const PoolIndex index = getIndex(handle); bounds = mWorldBoxes + index; return mObjects[index]; } void shiftOrigin(const PxVec3& shift); // PT: adds 'count' objects to the pool. Needs 'count' bounds and 'count' payloads passed as input. Writes out 'count' handles // in 'results' array. Function returns number of successfully added objects, ideally 'count' but can be less in case we run // out of memory. PxU32 addObjects(PrunerHandle* results, const PxBounds3* bounds, const PrunerPayload* payload, PxU32 count); // this function will swap the last object with the hole formed by removed PrunerHandle object // and return the removed last object's index in the pool PoolIndex removeObject(PrunerHandle h); // Data access PX_FORCE_INLINE PoolIndex getIndex(PrunerHandle h)const { return mHandleToIndex[h]; } PX_FORCE_INLINE PrunerPayload* getObjects() const { return mObjects; } PX_FORCE_INLINE PxU32 getNbActiveObjects() const { return mNbObjects; } PX_FORCE_INLINE const PxBounds3* getCurrentWorldBoxes() const { return mWorldBoxes; } PX_FORCE_INLINE PxBounds3* getCurrentWorldBoxes() { return mWorldBoxes; } PX_FORCE_INLINE const PxBounds3& getWorldAABB(PrunerHandle h) const { return mWorldBoxes[getIndex(h)]; } PX_FORCE_INLINE void updateObjectsAndInflateBounds(const PrunerHandle* handles, const PxU32* indices, const PxBounds3* newBounds, PxU32 count) { for(PxU32 i=0; i