233 lines
6.5 KiB
C
233 lines
6.5 KiB
C
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef NP_PVD_SCENEQUERYCOLLECTOR_H
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#define NP_PVD_SCENEQUERYCOLLECTOR_H
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#include "geometry/PxGeometryHelpers.h"
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#include "PxFiltering.h"
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#include "PxQueryReport.h"
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#include "PxBatchQueryDesc.h"
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#include "CmPhysXCommon.h"
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#include "PsArray.h"
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#if PX_SUPPORT_PVD
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namespace physx
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{
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namespace Scb
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{
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class Scene;
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}
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namespace Vd
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{
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struct PvdReference
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{
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PX_FORCE_INLINE PvdReference() {}
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PX_FORCE_INLINE PvdReference(const char* arrayName, PxU32 baseIndex, PxU32 count) : mArrayName(arrayName), mBaseIndex(baseIndex), mCount(count) {}
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const char* mArrayName;
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PxU32 mBaseIndex;
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PxU32 mCount;
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};
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struct PvdRaycast
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{
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PxU32 mType;
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PxFilterData mFilterData;
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PxU32 mFilterFlags;
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PxVec3 mOrigin;
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PxVec3 mUnitDir;
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PxReal mDistance;
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PvdReference mHits;
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};
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struct PvdOverlap
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{
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PxU32 mType;
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PxFilterData mFilterData;
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PxU32 mFilterFlags;
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PxTransform mPose;
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PvdReference mGeometries;
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PvdReference mHits;
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};
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struct PvdSweep
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{
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PxU32 mType;
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PxU32 mFilterFlags;
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PxVec3 mUnitDir;
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PxReal mDistance;
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PvdReference mGeometries;
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PvdReference mPoses;
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PvdReference mFilterData;
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PvdReference mHits;
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};
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struct PvdSqHit
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{
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const void* mShape;
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const void* mActor;
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PxU32 mFaceIndex;
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PxU32 mFlags;
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PxVec3 mImpact;
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PxVec3 mNormal;
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PxF32 mDistance;
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PxF32 mU;
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PxF32 mV;
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PvdSqHit()
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{
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setDefaults(PxQueryHit());
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}
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explicit PvdSqHit(const PxOverlapHit& hit)
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{
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setDefaults(hit);
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}
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explicit PvdSqHit(const PxRaycastHit& hit)
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{
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setDefaults(hit);
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mImpact = hit.position;
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mNormal = hit.normal;
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mDistance = hit.distance;
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mFlags = hit.flags;
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mU = hit.u;
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mV = hit.v;
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}
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explicit PvdSqHit(const PxSweepHit& hit)
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{
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setDefaults(hit);
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mImpact = hit.position;
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mNormal = hit.normal;
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mDistance = hit.distance;
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mFlags = hit.flags;
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}
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private:
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void setDefaults(const PxQueryHit& hit)
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{
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mShape = hit.shape;
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mActor = hit.actor;
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mFaceIndex = hit.faceIndex;
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mFlags = 0;
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mImpact = mNormal = PxVec3(0.0f);
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mDistance = mU = mV = 0.0f;
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}
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};
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template <class T>
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class NamedArray : public Ps::Array<T>
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{
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public:
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NamedArray(const char* names[2]) { mNames[0] = names[0]; mNames[1] = names[1]; }
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const char* mNames[2];
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};
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class PvdSceneQueryCollector
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{
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PX_NOCOPY(PvdSceneQueryCollector)
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public:
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PvdSceneQueryCollector(Scb::Scene& scene, bool isBatched);
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~PvdSceneQueryCollector() {}
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void clear()
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{
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Ps::Mutex::ScopedLock lock(mMutex);
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mAccumulatedRaycastQueries.clear();
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mAccumulatedOverlapQueries.clear();
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mAccumulatedSweepQueries.clear();
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mPvdSqHits.clear();
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mPoses.clear();
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mFilterData.clear();
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}
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void clearGeometryArrays()
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{
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mGeometries0.clear();
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mGeometries1.clear();
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}
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void release();
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void raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal distance, const PxRaycastHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData, bool multipleHits);
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void sweep(const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, PxReal distance, const PxSweepHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData, bool multipleHits);
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void overlapMultiple(const PxGeometry& geometry, const PxTransform& pose, const PxOverlapHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData);
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void collectAllBatchedHits (const PxRaycastQueryResult* raycastResults, PxU32 nbRaycastResults, PxU32 batchedRayQstartIdx,
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const PxOverlapQueryResult* overlapResults, PxU32 nbOverlapResults, PxU32 batchedOverlapQstartIdx,
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const PxSweepQueryResult* sweepResults, PxU32 nbSweepResults, PxU32 batchedSweepQstartIdx);
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PX_FORCE_INLINE Ps::Mutex& getLock() { return mMutex; }
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template <class T>
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PX_FORCE_INLINE const char* getArrayName(const NamedArray<T>& namedArray) const { return namedArray.mNames[mIsBatched]; }
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PX_FORCE_INLINE const NamedArray<PxGeometryHolder>& getGeometries(PxU32 index) const { return index ? mGeometries1 : mGeometries0; }
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PX_FORCE_INLINE NamedArray<PxGeometryHolder>& getGeometries(PxU32 index) { return index ? mGeometries1 : mGeometries0; }
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PX_FORCE_INLINE const NamedArray<PxGeometryHolder>& getCurrentFrameGeometries() const { return getGeometries(mInUse); }
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PX_FORCE_INLINE const NamedArray<PxGeometryHolder>& getPrevFrameGeometries() const { return getGeometries(mInUse ^ 1); }
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void prepareNextFrameGeometries()
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{
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mInUse ^= 1;
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getGeometries(mInUse).clear();
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}
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NamedArray<PvdRaycast> mAccumulatedRaycastQueries;
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NamedArray<PvdSweep> mAccumulatedSweepQueries;
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NamedArray<PvdOverlap> mAccumulatedOverlapQueries;
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NamedArray<PvdSqHit> mPvdSqHits;
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NamedArray<PxTransform> mPoses;
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NamedArray<PxFilterData> mFilterData;
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private:
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Scb::Scene& mScene;
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Ps::Mutex mMutex;
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NamedArray<PxGeometryHolder>mGeometries0;
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NamedArray<PxGeometryHolder>mGeometries1;
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PxU32 mInUse;
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const bool mIsBatched;
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};
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}
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}
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#endif // PX_SUPPORT_PVD
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#endif // NP_PVD_SCENEQUERYCOLLECTOR_H
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