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All rights reserved. #ifndef NP_PVD_SCENEQUERYCOLLECTOR_H #define NP_PVD_SCENEQUERYCOLLECTOR_H #include "geometry/PxGeometryHelpers.h" #include "PxFiltering.h" #include "PxQueryReport.h" #include "PxBatchQueryDesc.h" #include "CmPhysXCommon.h" #include "PsArray.h" #if PX_SUPPORT_PVD namespace physx { namespace Scb { class Scene; } namespace Vd { struct PvdReference { PX_FORCE_INLINE PvdReference() {} PX_FORCE_INLINE PvdReference(const char* arrayName, PxU32 baseIndex, PxU32 count) : mArrayName(arrayName), mBaseIndex(baseIndex), mCount(count) {} const char* mArrayName; PxU32 mBaseIndex; PxU32 mCount; }; struct PvdRaycast { PxU32 mType; PxFilterData mFilterData; PxU32 mFilterFlags; PxVec3 mOrigin; PxVec3 mUnitDir; PxReal mDistance; PvdReference mHits; }; struct PvdOverlap { PxU32 mType; PxFilterData mFilterData; PxU32 mFilterFlags; PxTransform mPose; PvdReference mGeometries; PvdReference mHits; }; struct PvdSweep { PxU32 mType; PxU32 mFilterFlags; PxVec3 mUnitDir; PxReal mDistance; PvdReference mGeometries; PvdReference mPoses; PvdReference mFilterData; PvdReference mHits; }; struct PvdSqHit { const void* mShape; const void* mActor; PxU32 mFaceIndex; PxU32 mFlags; PxVec3 mImpact; PxVec3 mNormal; PxF32 mDistance; PxF32 mU; PxF32 mV; PvdSqHit() { setDefaults(PxQueryHit()); } explicit PvdSqHit(const PxOverlapHit& hit) { setDefaults(hit); } explicit PvdSqHit(const PxRaycastHit& hit) { setDefaults(hit); mImpact = hit.position; mNormal = hit.normal; mDistance = hit.distance; mFlags = hit.flags; mU = hit.u; mV = hit.v; } explicit PvdSqHit(const PxSweepHit& hit) { setDefaults(hit); mImpact = hit.position; mNormal = hit.normal; mDistance = hit.distance; mFlags = hit.flags; } private: void setDefaults(const PxQueryHit& hit) { mShape = hit.shape; mActor = hit.actor; mFaceIndex = hit.faceIndex; mFlags = 0; mImpact = mNormal = PxVec3(0.0f); mDistance = mU = mV = 0.0f; } }; template class NamedArray : public Ps::Array { public: NamedArray(const char* names[2]) { mNames[0] = names[0]; mNames[1] = names[1]; } const char* mNames[2]; }; class PvdSceneQueryCollector { PX_NOCOPY(PvdSceneQueryCollector) public: PvdSceneQueryCollector(Scb::Scene& scene, bool isBatched); ~PvdSceneQueryCollector() {} void clear() { Ps::Mutex::ScopedLock lock(mMutex); mAccumulatedRaycastQueries.clear(); mAccumulatedOverlapQueries.clear(); mAccumulatedSweepQueries.clear(); mPvdSqHits.clear(); mPoses.clear(); mFilterData.clear(); } void clearGeometryArrays() { mGeometries0.clear(); mGeometries1.clear(); } void release(); void raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal distance, const PxRaycastHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData, bool multipleHits); void sweep(const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, PxReal distance, const PxSweepHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData, bool multipleHits); void overlapMultiple(const PxGeometry& geometry, const PxTransform& pose, const PxOverlapHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData); void collectAllBatchedHits (const PxRaycastQueryResult* raycastResults, PxU32 nbRaycastResults, PxU32 batchedRayQstartIdx, const PxOverlapQueryResult* overlapResults, PxU32 nbOverlapResults, PxU32 batchedOverlapQstartIdx, const PxSweepQueryResult* sweepResults, PxU32 nbSweepResults, PxU32 batchedSweepQstartIdx); PX_FORCE_INLINE Ps::Mutex& getLock() { return mMutex; } template PX_FORCE_INLINE const char* getArrayName(const NamedArray& namedArray) const { return namedArray.mNames[mIsBatched]; } PX_FORCE_INLINE const NamedArray& getGeometries(PxU32 index) const { return index ? mGeometries1 : mGeometries0; } PX_FORCE_INLINE NamedArray& getGeometries(PxU32 index) { return index ? mGeometries1 : mGeometries0; } PX_FORCE_INLINE const NamedArray& getCurrentFrameGeometries() const { return getGeometries(mInUse); } PX_FORCE_INLINE const NamedArray& getPrevFrameGeometries() const { return getGeometries(mInUse ^ 1); } void prepareNextFrameGeometries() { mInUse ^= 1; getGeometries(mInUse).clear(); } NamedArray mAccumulatedRaycastQueries; NamedArray mAccumulatedSweepQueries; NamedArray mAccumulatedOverlapQueries; NamedArray mPvdSqHits; NamedArray mPoses; NamedArray mFilterData; private: Scb::Scene& mScene; Ps::Mutex mMutex; NamedArraymGeometries0; NamedArraymGeometries1; PxU32 mInUse; const bool mIsBatched; }; } } #endif // PX_SUPPORT_PVD #endif // NP_PVD_SCENEQUERYCOLLECTOR_H