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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 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<const Scb::Actor*>(&actor, pxActorToScbActor[actor.getConcreteType()]); }
PX_FORCE_INLINE const Sc::ActorCore& convertScbActor2Sc(const Scb::Actor& actor) const { return *Ps::pointerOffset<const Sc::ActorCore*>(&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<PrunerHandle> 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);
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);
DynamicBoundsSync& getDynamicBoundsSync() { return mDynamicBoundsSync; }
// Force a rebuild of the aabb/loose octree etc to allow raycasting on multiple threads.
void processSimUpdates();
void validateSimUpdates();
void afterSync(bool commit);
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;
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
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