// // 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. #include "NpScene.h" #if PX_SUPPORT_PVD using namespace physx; using namespace Sq; using namespace Vd; static const char* gName_PvdRaycast[2] = { "SceneQueries.Raycasts", "BatchedQueries.Raycasts" }; static const char* gName_PvdSweep[2] = { "SceneQueries.Sweeps", "BatchedQueries.Sweeps" }; static const char* gName_PvdOverlap[2] = { "SceneQueries.Overlaps", "BatchedQueries.Overlaps" }; static const char* gName_PvdSqHit[2] = { "SceneQueries.Hits", "BatchedQueries.Hits" }; static const char* gName_PxTransform[2] = { "SceneQueries.PoseList", "BatchedQueries.PoseList" }; static const char* gName_PxFilterData[2] = { "SceneQueries.FilterDataList", "BatchedQueries.FilterDataList" }; static const char* gName_PxGeometryHolder[2] = { "SceneQueries.GeometryList", "BatchedQueries.GeometryList" }; PvdSceneQueryCollector::PvdSceneQueryCollector(Scb::Scene& scene, bool isBatched) : mAccumulatedRaycastQueries (gName_PvdRaycast), mAccumulatedSweepQueries (gName_PvdSweep), mAccumulatedOverlapQueries (gName_PvdOverlap), mPvdSqHits (gName_PvdSqHit), mPoses (gName_PxTransform), mFilterData (gName_PxFilterData), mScene (scene), mGeometries0 (gName_PxGeometryHolder), mGeometries1 (gName_PxGeometryHolder), mInUse (0), mIsBatched (isBatched) { } void PvdSceneQueryCollector::release() { physx::pvdsdk::PvdDataStream* stream = mScene.getScenePvdClient().getDataStream(); if(stream && stream->isConnected()) { const Ps::Array& geoms = getPrevFrameGeometries(); for(PxU32 k=0; kdestroyInstance(&geoms[k]); clearGeometryArrays(); } } template static void collectBatchedHits(const QueryResultT* results, Ps::Array& accumulated, Ps::Array& pvdSqHits, PxU32 nb, PxU32 startIdx, const char* arrayName) { for(PxU32 i=0; i static void accumulate(PvdHitType& query, Ps::Array& accumulated, const char* arrayName, Ps::Array& dst, const SDKHitType* src, PxU32 nb, const PxQueryFilterData& fd) { query.mFilterFlags = fd.flags; query.mHits = PvdReference(arrayName, dst.size(), nb); PX_ASSERT(PxU32(-1) != nb); for(PxU32 i=0; i 0 ? 1u : 0; } template static void pushBackT(Ps::Array& array, const Type& item, PvdReference& ref, const char* arrayName) { ref = PvdReference(arrayName, array.size(), 1); array.pushBack(item); } void PvdSceneQueryCollector::raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal distance, const PxRaycastHit* hit, PxU32 hitsNum, const PxQueryFilterData& fd, bool multipleHits) { Ps::Mutex::ScopedLock lock(mMutex); PvdRaycast raycastQuery; raycastQuery.mOrigin = origin; raycastQuery.mUnitDir = unitDir; raycastQuery.mDistance = distance; raycastQuery.mFilterData = fd.data; if(fd.flags & PxQueryFlag::eANY_HIT) raycastQuery.mType = QueryID::QUERY_RAYCAST_ANY_OBJECT; else if(multipleHits) raycastQuery.mType = QueryID::QUERY_RAYCAST_ALL_OBJECTS; else raycastQuery.mType = QueryID::QUERY_RAYCAST_CLOSEST_OBJECT; clampNbHits(hitsNum, fd, multipleHits); accumulate(raycastQuery, mAccumulatedRaycastQueries, getArrayName(mPvdSqHits), mPvdSqHits, hit, hitsNum, fd); } void PvdSceneQueryCollector::sweep(const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, PxReal distance, const PxSweepHit* hit, PxU32 hitsNum, const PxQueryFilterData& fd, bool multipleHits) { Ps::Mutex::ScopedLock lock(mMutex); PvdSweep sweepQuery; pushBackT(getGeometries(mInUse), PxGeometryHolder(geometry), sweepQuery.mGeometries, getArrayName(getGeometries(mInUse))); // PT: TODO: optimize this. We memcopy once to the stack, then again to the array.... pushBackT(mPoses, pose, sweepQuery.mPoses, getArrayName(mPoses)); pushBackT(mFilterData, fd.data, sweepQuery.mFilterData, getArrayName(mFilterData)); const PxGeometryType::Enum type = geometry.getType(); // PT: TODO: QueryID::QUERY_LINEAR_xxx_SWEEP_ALL_OBJECTS are never used! if(type==PxGeometryType::eBOX) sweepQuery.mType = QueryID::QUERY_LINEAR_OBB_SWEEP_CLOSEST_OBJECT; else if(type==PxGeometryType::eSPHERE || type==PxGeometryType::eCAPSULE) sweepQuery.mType = QueryID::QUERY_LINEAR_CAPSULE_SWEEP_CLOSEST_OBJECT; else if(type==PxGeometryType::eCONVEXMESH) sweepQuery.mType = QueryID::QUERY_LINEAR_CONVEX_SWEEP_CLOSEST_OBJECT; else PX_ASSERT(0); sweepQuery.mUnitDir = unitDir; sweepQuery.mDistance = distance; clampNbHits(hitsNum, fd, multipleHits); accumulate(sweepQuery, mAccumulatedSweepQueries, getArrayName(mPvdSqHits), mPvdSqHits, hit, hitsNum, fd); } void PvdSceneQueryCollector::overlapMultiple(const PxGeometry& geometry, const PxTransform& pose, const PxOverlapHit* hit, PxU32 hitsNum, const PxQueryFilterData& fd) { Ps::Mutex::ScopedLock lock(mMutex); PvdOverlap overlapQuery; pushBackT(getGeometries(mInUse), PxGeometryHolder(geometry), overlapQuery.mGeometries, getArrayName(getGeometries(mInUse))); // PT: TODO: optimize this. We memcopy once to the stack, then again to the array.... const PxGeometryType::Enum type = geometry.getType(); if(type==PxGeometryType::eBOX) overlapQuery.mType = pose.q.isIdentity() ? QueryID::QUERY_OVERLAP_AABB_ALL_OBJECTS : QueryID::QUERY_OVERLAP_OBB_ALL_OBJECTS; else if(type==PxGeometryType::eSPHERE) overlapQuery.mType = QueryID::QUERY_OVERLAP_SPHERE_ALL_OBJECTS; else if(type==PxGeometryType::eCAPSULE) overlapQuery.mType = QueryID::QUERY_OVERLAP_CAPSULE_ALL_OBJECTS; else if(type==PxGeometryType::eCONVEXMESH) overlapQuery.mType = QueryID::QUERY_OVERLAP_CONVEX_ALL_OBJECTS; else PX_ASSERT(0); overlapQuery.mPose = pose; overlapQuery.mFilterData = fd.data; accumulate(overlapQuery, mAccumulatedOverlapQueries, getArrayName(mPvdSqHits), mPvdSqHits, hit, hitsNum, fd); } #endif