Projekt_Grafika/dependencies/physx-4.1/source/scenequery/include/SqPruningStructure.h
Jakub Adamski f5087ee7b6 new repo
2021-01-29 17:02:11 +01:00

112 lines
4.4 KiB
C++

//
// 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 SQ_PRUNING_STRUCTURE
#define SQ_PRUNING_STRUCTURE
/** \addtogroup physics
@{ */
#include "CmPhysXCommon.h"
#include "PxPruningStructure.h"
#include "PsUserAllocated.h"
namespace physx
{
namespace Sq
{
class AABBTreeRuntimeNode;
struct PruningIndex
{
enum Enum
{
eSTATIC = 0,
eDYNAMIC = 1,
eCOUNT = 2
};
};
class PruningStructure : public PxPruningStructure, public Ps::UserAllocated
{
PX_NOCOPY(PruningStructure)
public:
// PX_SERIALIZATION
PruningStructure(PxBaseFlags baseFlags);
virtual void resolveReferences(PxDeserializationContext& );
static PruningStructure* createObject(PxU8*& address, PxDeserializationContext& context);
static void getBinaryMetaData(PxOutputStream& stream);
void preExportDataReset() {}
void exportExtraData(PxSerializationContext&);
void importExtraData(PxDeserializationContext&);
virtual void requiresObjects(PxProcessPxBaseCallback&);
//~PX_SERIALIZATION
// PX_PRUNING_STRUCTURE
virtual PxU32 getRigidActors(PxRigidActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const;
virtual PxU32 getNbRigidActors() const { return mNbActors; }
void release();
// ~PX_PRUNING_STRUCTURE
PruningStructure();
~PruningStructure();
bool build(PxRigidActor*const* actors, PxU32 nbActors);
PX_FORCE_INLINE PxU32 getNbActors() const { return mNbActors; }
PX_FORCE_INLINE PxActor*const* getActors() const { return mActors; }
PX_FORCE_INLINE AABBTreeRuntimeNode* getTreeNodes(PruningIndex::Enum currentTree) const { return mAABBTreeNodes[currentTree]; }
PX_FORCE_INLINE PxU32 getTreeNbNodes(PruningIndex::Enum currentTree) const { return mNbNodes[currentTree]; }
PX_FORCE_INLINE PxU32* getTreeIndices(PruningIndex::Enum currentTree) const { return mAABBTreeIndices[currentTree]; }
PX_FORCE_INLINE PxU32 getNbObjects(PruningIndex::Enum currentTree) const { return mNbObjects[currentTree]; }
PX_FORCE_INLINE bool isValid() const { return mValid; }
void invalidate(PxActor* actor);
private:
PxU32 mNbNodes[2]; // Nb nodes in AABB tree
AABBTreeRuntimeNode* mAABBTreeNodes[2]; // AABB tree runtime nodes
PxU32 mNbObjects[2]; // Nb objects in AABB tree
PxU32* mAABBTreeIndices[2]; // AABB tree indices
PxU32 mNbActors; // Nb actors from which the pruner structure was build
PxActor** mActors; // actors used for pruner structure build, used later for serialization
bool mValid; // pruning structure validity
};
} // namespace Sq
}
/** @} */
#endif // SQ_PRUNING_STRUCTURE