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// 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
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