aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/PhysXExtensions/src/ExtSceneQueryExt.cpp
blob: a02c2ed01924fb88f5ee916f774821e2bb75595a (plain) (blame)
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
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
// 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) 2008-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  

#include "PxSceneQueryExt.h"

using namespace physx;

bool PxSceneQueryExt::raycastAny(	const PxScene& scene,
									const PxVec3& origin, const PxVec3& unitDir, const PxReal distance,
									PxSceneQueryHit& hit, const PxSceneQueryFilterData& filterData,
									PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache,
									PxClientID queryClient)
{
	PxSceneQueryFilterData fdAny = filterData;
	fdAny.flags |= PxQueryFlag::eANY_HIT;
	fdAny.clientId = queryClient;
	PxRaycastBuffer buf;
	scene.raycast(origin, unitDir, distance, buf, PxHitFlags(), fdAny, filterCall, cache);
	hit = buf.block;
	return buf.hasBlock;
}

bool PxSceneQueryExt::raycastSingle(const PxScene& scene,
									const PxVec3& origin, const PxVec3& unitDir, const PxReal distance,
									PxSceneQueryFlags outputFlags, PxRaycastHit& hit,
									const PxSceneQueryFilterData& filterData,
									PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache,
									PxClientID queryClient)
{
	PxRaycastBuffer buf;
	PxQueryFilterData fd1 = filterData; fd1.clientId = queryClient;
	scene.raycast(origin, unitDir, distance, buf, outputFlags, fd1, filterCall, cache);
	hit = buf.block;
	return buf.hasBlock;
}

PxI32 PxSceneQueryExt::raycastMultiple(	const PxScene& scene,
										const PxVec3& origin, const PxVec3& unitDir, const PxReal distance,
										PxSceneQueryFlags outputFlags,
										PxRaycastHit* hitBuffer, PxU32 hitBufferSize, bool& blockingHit,
										const PxSceneQueryFilterData& filterData,
										PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache,
										PxClientID queryClient)
{
	PxRaycastBuffer buf(hitBuffer, hitBufferSize);
	PxQueryFilterData fd1 = filterData; fd1.clientId = queryClient;
	scene.raycast(origin, unitDir, distance, buf, outputFlags, fd1, filterCall, cache);
	blockingHit = buf.hasBlock;
	if(blockingHit)
	{
		if(buf.nbTouches < hitBufferSize)
		{
			hitBuffer[buf.nbTouches] = buf.block;
			return PxI32(buf.nbTouches+1);
		}
		else // overflow, drop the last touch
		{
			hitBuffer[hitBufferSize-1] = buf.block;
			return -1;
		}
	} else
		// no block
		return PxI32(buf.nbTouches);
}

bool PxSceneQueryExt::sweepAny(	const PxScene& scene,
								const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, const PxReal distance,
								PxSceneQueryFlags queryFlags,
								PxSceneQueryHit& hit,
								const PxSceneQueryFilterData& filterData,
								PxSceneQueryFilterCallback* filterCall,
								const PxSceneQueryCache* cache,
								PxClientID queryClient,
								PxReal inflation)
{
	PxSceneQueryFilterData fdAny = filterData;
	fdAny.flags |= PxQueryFlag::eANY_HIT;
	fdAny.clientId = queryClient;
	PxSweepBuffer buf;
	scene.sweep(geometry, pose, unitDir, distance, buf, queryFlags, fdAny, filterCall, cache, inflation);
	hit = buf.block;
	return buf.hasBlock;
}

bool PxSceneQueryExt::sweepSingle(	const PxScene& scene,
									const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, const PxReal distance,
									PxSceneQueryFlags outputFlags,
									PxSweepHit& hit,
									const PxSceneQueryFilterData& filterData,
									PxSceneQueryFilterCallback* filterCall,
									const PxSceneQueryCache* cache,
									PxClientID queryClient, PxReal inflation)
{
	PxSweepBuffer buf;
	PxQueryFilterData fd1 = filterData; fd1.clientId = queryClient;
	scene.sweep(geometry, pose, unitDir, distance, buf, outputFlags, fd1, filterCall, cache, inflation);
	hit = buf.block;
	return buf.hasBlock;
}

PxI32 PxSceneQueryExt::sweepMultiple(	const PxScene& scene,
										const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, const PxReal distance,
										PxSceneQueryFlags outputFlags, PxSweepHit* hitBuffer, PxU32 hitBufferSize, bool& blockingHit,
										const PxSceneQueryFilterData& filterData,
										PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache,
										PxClientID queryClient, PxReal inflation)
{
	PxQueryFilterData fd1 = filterData; fd1.clientId = queryClient;
	PxSweepBuffer buf(hitBuffer, hitBufferSize);
	scene.sweep(geometry, pose, unitDir, distance, buf, outputFlags, fd1, filterCall, cache, inflation);
	blockingHit = buf.hasBlock;
	if(blockingHit)
	{
		if(buf.nbTouches < hitBufferSize)
		{
			hitBuffer[buf.nbTouches] = buf.block;
			return PxI32(buf.nbTouches+1);
		}
		else // overflow, drop the last touch
		{
			hitBuffer[hitBufferSize-1] = buf.block;
			return -1;
		}
	} else
		// no block
		return PxI32(buf.nbTouches);
}

PxI32 PxSceneQueryExt::overlapMultiple(	const PxScene& scene,
										const PxGeometry& geometry, const PxTransform& pose,
										PxOverlapHit* hitBuffer, PxU32 hitBufferSize,
										const PxSceneQueryFilterData& filterData,
										PxSceneQueryFilterCallback* filterCall,
										PxClientID queryClient)
{
	PxQueryFilterData fd1 = filterData; fd1.clientId = queryClient;
	fd1.flags |= PxQueryFlag::eNO_BLOCK;
	PxOverlapBuffer buf(hitBuffer, hitBufferSize);
	scene.overlap(geometry, pose, buf, fd1, filterCall);
	if(buf.hasBlock)
	{
		if(buf.nbTouches < hitBufferSize)
		{
			hitBuffer[buf.nbTouches] = buf.block;
			return PxI32(buf.nbTouches+1);
		}
		else // overflow, drop the last touch
		{
			hitBuffer[hitBufferSize-1] = buf.block;
			return -1;
		}
	} else
		// no block
		return PxI32(buf.nbTouches);
}

bool PxSceneQueryExt::overlapAny(	const PxScene& scene,
									const PxGeometry& geometry, const PxTransform& pose,
									PxOverlapHit& hit,
									const PxSceneQueryFilterData& filterData,
									PxSceneQueryFilterCallback* filterCall,
									PxClientID queryClient)
{
	PxSceneQueryFilterData fdAny = filterData;
	fdAny.flags |= (PxQueryFlag::eANY_HIT | PxQueryFlag::eNO_BLOCK);
	fdAny.clientId = queryClient;
	PxOverlapBuffer buf;
	scene.overlap(geometry, pose, buf, fdAny, filterCall);
	hit = buf.block;
	return buf.hasBlock;
}