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