222 lines
8.6 KiB
C++
222 lines
8.6 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_SCENEQUERYMANAGER
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#define PX_PHYSICS_SCENEQUERYMANAGER
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/** \addtogroup physics
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@{ */
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#include "PxSceneDesc.h"
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#include "CmBitMap.h"
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#include "PsArray.h"
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#include "SqPruner.h"
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#include "PsMutex.h"
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#include "PxActor.h" // needed for offset table
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#include "ScScene.h"
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// threading
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#include "PsSync.h"
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namespace physx
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{
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namespace Scb
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{
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class Scene;
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class Shape;
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class Actor;
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}
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namespace Gu
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{
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class BVHStructure;
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}
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namespace Sq
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{
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typedef size_t PrunerData;
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#define SQ_INVALID_PRUNER_DATA 0xffffffff
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struct PrunerPayload;
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class Pruner;
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class CompoundPruner;
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// PT: extended pruner structure. We might want to move the additional data to the pruner itself later.
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struct PrunerExt
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{
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PrunerExt();
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~PrunerExt();
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void init(PxPruningStructureType::Enum type, PxU64 contextID, PxU32 sceneLimit);
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void flushMemory();
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void preallocate(PxU32 nbShapes);
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void flushShapes(PxU32 index);
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void addToDirtyList(PrunerHandle handle);
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Ps::IntBool isDirty(PrunerHandle handle) const;
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void removeFromDirtyList(PrunerHandle handle);
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void growDirtyList(PrunerHandle handle);
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PX_FORCE_INLINE PxPruningStructureType::Enum type() const { return mPrunerType; }
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PX_FORCE_INLINE const Pruner* pruner() const { return mPruner; }
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PX_FORCE_INLINE Pruner* pruner() { return mPruner; }
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PX_FORCE_INLINE PxU32 timestamp() const { return mTimestamp; }
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PX_FORCE_INLINE void invalidateTimestamp() { mTimestamp++; }
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private:
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Pruner* mPruner;
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Cm::BitMap mDirtyMap;
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Ps::Array<PrunerHandle> mDirtyList;
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PxPruningStructureType::Enum mPrunerType;
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PxU32 mTimestamp;
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PX_NOCOPY(PrunerExt)
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friend class SceneQueryManager;
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};
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typedef Ps::Pair<PrunerCompoundId, PrunerHandle> CompoundPair;
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typedef Ps::CoalescedHashSet<CompoundPair > CompoundPrunerSet;
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// AB: extended compoud pruner structure, buffers compound shape changes and flushes them.
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struct CompoundPrunerExt
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{
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CompoundPrunerExt();
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~CompoundPrunerExt();
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void flushMemory();
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void preallocate(PxU32 nbShapes);
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void flushShapes();
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void addToDirtyList(PrunerCompoundId compoundId, PrunerHandle handle);
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Ps::IntBool isDirty(PrunerCompoundId compoundId, PrunerHandle handle) const;
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void removeFromDirtyList(PrunerCompoundId compoundId, PrunerHandle handle);
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PX_FORCE_INLINE const CompoundPruner* pruner() const { return mPruner; }
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PX_FORCE_INLINE CompoundPruner* pruner() { return mPruner; }
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private:
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CompoundPruner* mPruner;
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CompoundPrunerSet mDirtyList;
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PX_NOCOPY(CompoundPrunerExt)
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friend class SceneQueryManager;
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};
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struct DynamicBoundsSync : public Sc::SqBoundsSync
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{
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virtual void sync(const PrunerHandle* handles, const PxU32* indices, const PxBounds3* bounds, PxU32 count, const Cm::BitMap& dirtyShapeSimMap);
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Pruner* mPruner;
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PxU32* mTimestamp;
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};
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class SceneQueryManager : public Ps::UserAllocated
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{
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PX_NOCOPY(SceneQueryManager)
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public:
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SceneQueryManager(Scb::Scene& scene, PxPruningStructureType::Enum staticStructure,
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PxPruningStructureType::Enum dynamicStructure, PxU32 dynamicTreeRebuildRateHint,
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const PxSceneLimits& limits);
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~SceneQueryManager();
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PrunerData addPrunerShape(const Scb::Shape& scbShape, const Scb::Actor& scbActor, bool dynamic, PrunerCompoundId compoundId, const PxBounds3* bounds=NULL, bool hasPrunerStructure = false);
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void removePrunerShape(PrunerCompoundId compoundId, PrunerData shapeData);
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const PrunerPayload& getPayload(PrunerCompoundId compoundId, PrunerData shapeData) const;
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void addPruningStructure(const Sq::PruningStructure& ps);
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void addCompoundShape(const Gu::BVHStructure& bvhStructure, PrunerCompoundId compoundId, const PxTransform& compoundTransform, PrunerData* prunerData, const Scb::Shape** scbShapes, const Scb::Actor& scbActor);
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public:
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PX_FORCE_INLINE Scb::Scene& getScene() const { return mScene; }
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PX_FORCE_INLINE PxU32 getDynamicTreeRebuildRateHint() const { return mRebuildRateHint; }
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PX_FORCE_INLINE const PrunerExt& get(PruningIndex::Enum index) const { return mPrunerExt[index]; }
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PX_FORCE_INLINE PrunerExt& get(PruningIndex::Enum index) { return mPrunerExt[index]; }
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PX_FORCE_INLINE const CompoundPrunerExt& getCompoundPruner() const { return mCompoundPrunerExt; }
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void preallocate(PxU32 staticShapes, PxU32 dynamicShapes);
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void markForUpdate(PrunerCompoundId compoundId, PrunerData s);
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void setDynamicTreeRebuildRateHint(PxU32 dynTreeRebuildRateHint);
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void flushUpdates();
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void forceDynamicTreeRebuild(bool rebuildStaticStructure, bool rebuildDynamicStructure);
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void sceneQueryBuildStep(PruningIndex::Enum index);
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void updateCompoundActors(Sc::BodyCore*const* bodies, PxU32 numBodies);
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void updateCompoundActor(PrunerCompoundId compoundId, const PxTransform& compoundTransform, bool dynamic);
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void removeCompoundActor(PrunerCompoundId compoundId, bool dynamic);
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DynamicBoundsSync& getDynamicBoundsSync() { return mDynamicBoundsSync; }
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bool prepareSceneQueriesUpdate(PruningIndex::Enum index);
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// Force a rebuild of the aabb/loose octree etc to allow raycasting on multiple threads.
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void afterSync(PxSceneQueryUpdateMode::Enum updateMode);
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void shiftOrigin(const PxVec3& shift);
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void flushMemory();
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private:
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PrunerExt mPrunerExt[PruningIndex::eCOUNT];
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CompoundPrunerExt mCompoundPrunerExt;
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PxU32 mRebuildRateHint;
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Scb::Scene& mScene;
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// threading
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shdfnd::Mutex mSceneQueryLock; // to make sure only one query updates the dirty pruner structure if multiple queries run in parallel
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DynamicBoundsSync mDynamicBoundsSync;
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volatile bool mPrunerNeedsUpdating;
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void flushShapes();
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};
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///////////////////////////////////////////////////////////////////////////////
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// PT: TODO: replace PrunerData with just PxU32 to save memory on Win64. Breaks binary compatibility though.
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// PT: was previously called 'ActorShape' but does not contain an actor or shape pointer, contrary to the Np-level struct with the same name.
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// PT: it only contains a pruner index (0 or 1) and a pruner handle. Hence the new name.
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PX_FORCE_INLINE PrunerData createPrunerData(PxU32 index, PrunerHandle h) { return PrunerData((h << 1) | index); }
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PX_FORCE_INLINE PxU32 getPrunerIndex(PrunerData data) { return PxU32(data & 1); }
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PX_FORCE_INLINE PrunerHandle getPrunerHandle(PrunerData data) { return PrunerHandle(data >> 1); }
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///////////////////////////////////////////////////////////////////////////////
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} // namespace Sq
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}
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/** @} */
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#endif
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