1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
|
//
// 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<typename HitType>
bool multiQuery(
const MultiQueryInput& multiInput, // type specific input data
PxHitCallback<HitType>& 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<PxActorShape> 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
|