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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) 2008-2018 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 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<count; i++)
{
const PoolIndex poolIndex = getIndex(handles[i]);
PX_ASSERT(poolIndex!=INVALID_PRUNERHANDLE);
// if(poolIndex!=INVALID_PRUNERHANDLE)
Sq::inflateBounds(mWorldBoxes[poolIndex], newBounds[indices[i]]);
}
}
void preallocate(PxU32 entries);
// protected:
PxU32 mNbObjects; //!< Current number of objects
PxU32 mMaxNbObjects; //!< Max. number of objects (capacity for mWorldBoxes, mObjects)
//!< these arrays are parallel
PxBounds3* mWorldBoxes; //!< List of world boxes, stores mNbObjects, capacity=mMaxNbObjects
PrunerPayload* mObjects; //!< List of objects, stores mNbObjects, capacity=mMaxNbObjects
// private:
PoolIndex* mHandleToIndex; //!< Maps from PrunerHandle to internal index (payload index in mObjects)
PrunerHandle* mIndexToHandle; //!< Inverse map from objectIndex to PrunerHandle
// this is the head of a list of holes formed in mHandleToIndex
// by removed handles
// the rest of the list is stored in holes in mHandleToIndex (in place)
PrunerHandle mFirstRecycledHandle;
bool resize(PxU32 newCapacity);
};
} // namespace Sq
}
#endif // SQ_PRUNINGPOOL_H
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