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

136 lines
6.3 KiB
C++

//
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// modification, are permitted provided that the following conditions
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// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
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// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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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_SHAPE_MANAGER
#define PX_PHYSICS_NP_SHAPE_MANAGER
#include "NpShape.h"
#include "CmPtrTable.h"
#include "SqSceneQueryManager.h"
#include "GuBVHStructure.h"
#if PX_ENABLE_DEBUG_VISUALIZATION
#include "CmRenderOutput.h"
#endif
namespace physx
{
namespace Sq
{
class SceneQueryManager;
class PruningStructure;
}
class NpScene;
class NpShapeManager : public Ps::UserAllocated
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format. See comments for
// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================
public:
// PX_SERIALIZATION
static void getBinaryMetaData(PxOutputStream& stream);
NpShapeManager(const PxEMPTY);
void preExportDataReset();
void exportExtraData(PxSerializationContext& stream);
void importExtraData(PxDeserializationContext& context);
//~PX_SERIALIZATION
NpShapeManager();
~NpShapeManager();
PX_FORCE_INLINE PxU32 getNbShapes() const { return mShapes.getCount(); }
PX_FORCE_INLINE NpShape* const* getShapes() const { return reinterpret_cast<NpShape*const*>(mShapes.getPtrs()); }
PxU32 getShapes(PxShape** buffer, PxU32 bufferSize, PxU32 startIndex=0) const;
void attachShape(NpShape& shape, PxRigidActor& actor);
bool detachShape(NpShape& s, PxRigidActor &actor, bool wakeOnLostTouch);
void detachAll(NpScene *scene, const PxRigidActor& actor);
void teardownSceneQuery(Sq::SceneQueryManager& sqManager, const NpShape& shape);
void setupSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, const NpShape& shape);
void addPrunerShape(Sq::SceneQueryManager& sqManager, PxU32 index, const NpShape& shape, const PxRigidActor& actor, bool dynamic, const PxBounds3* bound, bool hasPrunerStructure);
PX_FORCE_INLINE void setPrunerData(PxU32 index, Sq::PrunerData data)
{
PX_ASSERT(index<getNbShapes());
mSceneQueryData.getPtrs()[index] = reinterpret_cast<void*>(data);
}
PX_FORCE_INLINE Sq::PrunerData getPrunerData(PxU32 index) const
{
PX_ASSERT(index<getNbShapes());
return Sq::PrunerData(mSceneQueryData.getPtrs()[index]);
}
void setupAllSceneQuery(NpScene* scene, const PxRigidActor& actor, bool hasPrunerStructure, const PxBounds3* bounds=NULL, const Gu::BVHStructure* bvhStructure = NULL);
void teardownAllSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor);
void markAllSceneQueryForUpdate(Sq::SceneQueryManager& shapeManager, const PxRigidActor& actor);
Sq::PrunerData findSceneQueryData(const NpShape& shape, Sq::PrunerCompoundId& compoundId) const;
Sq::PrunerData findSceneQueryData(const NpShape& shape) const;
PxBounds3 getWorldBounds(const PxRigidActor&) const;
PX_FORCE_INLINE void setPruningStructure(Sq::PruningStructure* ps) { mPruningStructure = ps; }
PX_FORCE_INLINE Sq::PruningStructure* getPruningStructure() const { return mPruningStructure; }
void addBVHStructureShapes(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, const Gu::BVHStructure* bvhStructure);
PX_FORCE_INLINE Sq::PrunerCompoundId getSqCompoundId() const { return mSqCompoundId; }
PX_FORCE_INLINE bool isSqCompound() const { return (mSqCompoundId == Sq::INVALID_PRUNERHANDLE) ? false : true; }
void clearShapesOnRelease(Scb::Scene& s, PxRigidActor&);
void releaseExclusiveUserReferences();
#if PX_ENABLE_DEBUG_VISUALIZATION
void visualize(Cm::RenderOutput& out, NpScene* scene, const PxRigidActor& actor);
#endif
// for batching
PX_FORCE_INLINE const Cm::PtrTable& getShapeTable() const { return mShapes; }
protected:
void setupSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, PxU32 index);
void teardownSceneQuery(Sq::SceneQueryManager& sqManager, PxU32 index);
// PT: TODO: revisit this. We don't need two arrays.
Cm::PtrTable mShapes;
Cm::PtrTable mSceneQueryData; // 1-1 correspondence with shapes - TODO: allocate on scene insertion or combine with the shape array for better caching
Sq::PrunerCompoundId mSqCompoundId;
Sq::PruningStructure* mPruningStructure; // Shape scene query data are pre-build in pruning structure
};
}
#endif