Projekt_Grafika/dependencies/physx-4.1/source/physx/src/NpBatchQuery.h

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//
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// 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_NP_SCENEQUERY
#define PX_PHYSICS_NP_SCENEQUERY
/** \addtogroup physics
@{ */
#include "PxBatchQuery.h"
#include "PsArray.h"
#include "PsUserAllocated.h"
#include "CmPhysXCommon.h"
#include "PsSync.h"
namespace physx
{
class NpSceneQueryManager;
struct BatchStreamHeader;
class NpScene;
namespace Sq
{
class SceneQueryManager;
}
struct BatchQueryStream : Ps::Array<char>
{
BatchQueryStream() { rewind(); }
void rewind() { mPosition = 0; }
PX_FORCE_INLINE PxI32 getPos() { return PxI32(mPosition); } // signed to avoid casts elsewhere
// write an object of type T to the stream, copying by value
template<typename T>
PX_FORCE_INLINE void write(const T* val, PxU32 count = 1)
{
PX_COMPILE_TIME_ASSERT(sizeof(T) > 0);
PxU32 newPosition = mPosition + sizeof(T)*count;
if (newPosition > capacity())
reserve(newPosition+(newPosition<<1));
resizeUninitialized(newPosition);
T* dest = reinterpret_cast<T*>(begin() + mPosition);
for (PxU32 i = 0; i < count; i++)
{
*dest = *(val+i);
dest++;
}
mPosition = newPosition;
}
template<typename T>
PX_FORCE_INLINE void write(const T& val)
{
write(&val, 1);
}
PX_FORCE_INLINE bool atEnd() const { return mPosition >= size(); }
protected:
mutable PxU32 mPosition;
};
struct BatchQueryStreamReader
{
BatchQueryStreamReader(char* buffer) : mBuffer(buffer), mReadPos(0) {}
// read an object of type T from the stream (simply returns a pointer without copying)
template<typename T>
PX_FORCE_INLINE T* read(PxU32 count = 1)
{
//PX_ASSERT(mPosition+sizeof(T)*count <= size());
T* result = reinterpret_cast<T*>(mBuffer+mReadPos);
mReadPos += sizeof(T)*count;
return result;
}
char* mBuffer;
PxU32 mReadPos;
};
class NpBatchQuery : public PxBatchQuery, public Ps::UserAllocated
{
public:
NpBatchQuery(NpScene& owner, const PxBatchQueryDesc& d);
virtual ~NpBatchQuery();
// PxBatchQuery interface
virtual void execute();
virtual void release();
virtual PxBatchQueryPreFilterShader getPreFilterShader() const;
virtual PxBatchQueryPostFilterShader getPostFilterShader() const;
virtual const void* getFilterShaderData() const;
virtual PxU32 getFilterShaderDataSize() const;
virtual void setUserMemory(const PxBatchQueryMemory& );
virtual const PxBatchQueryMemory& getUserMemory();
virtual void raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal distance, PxU16 maxTouchHits,
PxHitFlags hitFlags, const PxQueryFilterData& filterData,
void* userData, const PxQueryCache* cache);
virtual void overlap(const PxGeometry& geometry, const PxTransform& pose, PxU16 maxTouchHits,
const PxQueryFilterData& filterData, void* userData,
const PxQueryCache* cache);
virtual void sweep(const PxGeometry& geometry, const PxTransform& pose,
const PxVec3& unitDir, const PxReal distance, PxU16 maxTouchHits,
PxHitFlags hitFlags, const PxQueryFilterData& filterData,
void* userData, const PxQueryCache* cache, const PxReal inflation);
PxBatchQueryDesc& getDesc() { return mDesc; }
virtual const PxBatchQueryDesc& getDesc() const { return mDesc; }
enum { eTERMINAL = PxU32(-16) }; // -16 so it's aligned to avoid SPU checks
// sync object for batch query completion wait
shdfnd::Sync mSync;
private:
void resetResultBuffers();
void finalizeExecute();
void writeBatchHeader(const BatchStreamHeader& h);
NpScene* mNpScene;
BatchQueryStream mStream;
PxU32 mNbRaycasts, mNbOverlaps, mNbSweeps;
volatile PxI32 mBatchQueryIsRunning;
PxBatchQueryDesc mDesc;
// offset in mStream of the offset to the next query for the last header written by BQ query functions
PxU32 mPrevOffset;
bool mHasMtdSweep;
friend class physx::Sq::SceneQueryManager;
};
}
/** @} */
#endif