// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2019 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_BVH_STRUCTURE #define PX_PHYSICS_BVH_STRUCTURE /** \addtogroup geomutils @{ */ #include "common/PxBase.h" #include "foundation/PxTransform.h" #include "foundation/PxBounds3.h" #if !PX_DOXYGEN namespace physx { #endif /** \brief Class representing the bounding volume hierarchy structure. PxBVHStructure can be provided to PxScene::addActor. In this case the scene query pruning structure inside PhysX SDK will store/update one bound per actor. The scene queries against such an actor will query actor bounds and then make a local space query against the provided BVH structure, which is in actor's local space. @see PxScene::addActor */ class PxBVHStructure: public PxBase { public: /** \brief Raycast test against a BVH structure. \param[in] origin The origin of the ray. \param[in] unitDir Normalized direction of the ray. \param[in] maxDist Maximum ray length, has to be in the [0, inf) range \param[in] maxHits Max number of returned hits = size of 'rayHits' buffer \param[out] rayHits Raycast hits information, bounds indices \return Number of hits */ virtual PxU32 raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal maxDist, PxU32 maxHits, PxU32* PX_RESTRICT rayHits) const = 0; /** \brief Sweep test against a BVH structure. \param[in] aabb The axis aligned bounding box to sweep \param[in] unitDir Normalized direction of the sweep. \param[in] maxDist Maximum sweep length, has to be in the [0, inf) range \param[in] maxHits Max number of returned hits = size of 'sweepHits' buffer \param[out] sweepHits Sweep hits information, bounds indices \return Number of hits */ virtual PxU32 sweep(const PxBounds3& aabb, const PxVec3& unitDir, PxReal maxDist, PxU32 maxHits, PxU32* PX_RESTRICT sweepHits) const = 0; /** \brief AABB overlap test against a BVH structure. \param[in] aabb The axis aligned bounding box \param[in] maxHits Max number of returned hits = size of 'overlapHits' buffer \param[out] overlapHits Overlap hits information, bounds indices \return Number of hits */ virtual PxU32 overlap(const PxBounds3& aabb, PxU32 maxHits, PxU32* PX_RESTRICT overlapHits) const = 0; /** \brief Retrieve the bounds in the BVH. @see PxBounds3 */ virtual const PxBounds3* getBounds() const = 0; /** \brief Returns the number of bounds in the BVH. You can use #getBounds() to retrieve the bounds. \return Number of bounds in the BVH. */ virtual PxU32 getNbBounds() const = 0; virtual const char* getConcreteTypeName() const { return "PxBVHStructure"; } protected: PX_INLINE PxBVHStructure(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {} PX_INLINE PxBVHStructure(PxBaseFlags baseFlags) : PxBase(baseFlags) {} virtual ~PxBVHStructure() {} virtual bool isKindOf(const char* name) const { return !::strcmp("PxBVHStructure", name) || PxBase::isKindOf(name); } }; #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif