136 lines
6.3 KiB
C
136 lines
6.3 KiB
C
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//
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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_NP_SHAPE_MANAGER
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#define PX_PHYSICS_NP_SHAPE_MANAGER
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#include "NpShape.h"
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#include "CmPtrTable.h"
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#include "SqSceneQueryManager.h"
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#include "GuBVHStructure.h"
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#if PX_ENABLE_DEBUG_VISUALIZATION
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#include "CmRenderOutput.h"
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#endif
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namespace physx
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{
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namespace Sq
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{
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class SceneQueryManager;
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class PruningStructure;
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}
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class NpScene;
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class NpShapeManager : public Ps::UserAllocated
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{
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//= ATTENTION! =====================================================================================
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// Changing the data layout of this class breaks the binary serialization format. See comments for
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// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
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// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
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// accordingly.
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//==================================================================================================
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public:
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// PX_SERIALIZATION
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static void getBinaryMetaData(PxOutputStream& stream);
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NpShapeManager(const PxEMPTY);
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void preExportDataReset();
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void exportExtraData(PxSerializationContext& stream);
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void importExtraData(PxDeserializationContext& context);
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//~PX_SERIALIZATION
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NpShapeManager();
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~NpShapeManager();
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PX_FORCE_INLINE PxU32 getNbShapes() const { return mShapes.getCount(); }
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PX_FORCE_INLINE NpShape* const* getShapes() const { return reinterpret_cast<NpShape*const*>(mShapes.getPtrs()); }
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PxU32 getShapes(PxShape** buffer, PxU32 bufferSize, PxU32 startIndex=0) const;
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void attachShape(NpShape& shape, PxRigidActor& actor);
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bool detachShape(NpShape& s, PxRigidActor &actor, bool wakeOnLostTouch);
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void detachAll(NpScene *scene, const PxRigidActor& actor);
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void teardownSceneQuery(Sq::SceneQueryManager& sqManager, const NpShape& shape);
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void setupSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, const NpShape& shape);
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void addPrunerShape(Sq::SceneQueryManager& sqManager, PxU32 index, const NpShape& shape, const PxRigidActor& actor, bool dynamic, const PxBounds3* bound, bool hasPrunerStructure);
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PX_FORCE_INLINE void setPrunerData(PxU32 index, Sq::PrunerData data)
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{
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PX_ASSERT(index<getNbShapes());
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mSceneQueryData.getPtrs()[index] = reinterpret_cast<void*>(data);
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}
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PX_FORCE_INLINE Sq::PrunerData getPrunerData(PxU32 index) const
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{
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PX_ASSERT(index<getNbShapes());
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return Sq::PrunerData(mSceneQueryData.getPtrs()[index]);
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}
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void setupAllSceneQuery(NpScene* scene, const PxRigidActor& actor, bool hasPrunerStructure, const PxBounds3* bounds=NULL, const Gu::BVHStructure* bvhStructure = NULL);
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void teardownAllSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor);
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void markAllSceneQueryForUpdate(Sq::SceneQueryManager& shapeManager, const PxRigidActor& actor);
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Sq::PrunerData findSceneQueryData(const NpShape& shape, Sq::PrunerCompoundId& compoundId) const;
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Sq::PrunerData findSceneQueryData(const NpShape& shape) const;
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PxBounds3 getWorldBounds(const PxRigidActor&) const;
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PX_FORCE_INLINE void setPruningStructure(Sq::PruningStructure* ps) { mPruningStructure = ps; }
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PX_FORCE_INLINE Sq::PruningStructure* getPruningStructure() const { return mPruningStructure; }
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void addBVHStructureShapes(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, const Gu::BVHStructure* bvhStructure);
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PX_FORCE_INLINE Sq::PrunerCompoundId getSqCompoundId() const { return mSqCompoundId; }
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PX_FORCE_INLINE bool isSqCompound() const { return (mSqCompoundId == Sq::INVALID_PRUNERHANDLE) ? false : true; }
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void clearShapesOnRelease(Scb::Scene& s, PxRigidActor&);
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void releaseExclusiveUserReferences();
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#if PX_ENABLE_DEBUG_VISUALIZATION
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void visualize(Cm::RenderOutput& out, NpScene* scene, const PxRigidActor& actor);
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#endif
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// for batching
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PX_FORCE_INLINE const Cm::PtrTable& getShapeTable() const { return mShapes; }
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protected:
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void setupSceneQuery(Sq::SceneQueryManager& sqManager, const PxRigidActor& actor, PxU32 index);
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void teardownSceneQuery(Sq::SceneQueryManager& sqManager, PxU32 index);
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// PT: TODO: revisit this. We don't need two arrays.
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Cm::PtrTable mShapes;
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Cm::PtrTable mSceneQueryData; // 1-1 correspondence with shapes - TODO: allocate on scene insertion or combine with the shape array for better caching
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Sq::PrunerCompoundId mSqCompoundId;
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Sq::PruningStructure* mPruningStructure; // Shape scene query data are pre-build in pruning structure
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};
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}
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#endif
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