| 1 | // | 
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| 3 | // modification, are permitted provided that the following conditions | 
| 4 | // are met: | 
| 5 | //  * Redistributions of source code must retain the above copyright | 
| 6 | //    notice, this list of conditions and the following disclaimer. | 
| 7 | //  * Redistributions in binary form must reproduce the above copyright | 
| 8 | //    notice, this list of conditions and the following disclaimer in the | 
| 9 | //    documentation and/or other materials provided with the distribution. | 
| 10 | //  * Neither the name of NVIDIA CORPORATION nor the names of its | 
| 11 | //    contributors may be used to endorse or promote products derived | 
| 12 | //    from this software without specific prior written permission. | 
| 13 | // | 
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY | 
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | 
| 17 | // PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR | 
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | 
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | 
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | 
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | 
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 
| 25 | // | 
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. | 
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. | 
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.   | 
| 29 |  | 
| 30 |  | 
| 31 | #ifndef PX_PHYSICS_NX_AGGREGATE | 
| 32 | #define PX_PHYSICS_NX_AGGREGATE | 
| 33 |  | 
| 34 | /** \addtogroup physics | 
| 35 | @{ | 
| 36 | */ | 
| 37 |  | 
| 38 | #include "PxPhysXConfig.h" | 
| 39 | #include "common/PxBase.h" | 
| 40 |  | 
| 41 |  | 
| 42 | #if !PX_DOXYGEN | 
| 43 | namespace physx | 
| 44 | { | 
| 45 | #endif | 
| 46 |  | 
| 47 | class PxActor; | 
| 48 | class PxBVHStructure; | 
| 49 |  | 
| 50 | /** | 
| 51 | \brief Class to aggregate actors into a single broad-phase entry. | 
| 52 |  | 
| 53 | A PxAggregate object is a collection of PxActors, which will exist as a single entry in the | 
| 54 | broad-phase structures. This has 3 main benefits: | 
| 55 |  | 
| 56 | 1) it reduces "broad phase pollution" by allowing a collection of spatially coherent broad-phase  | 
| 57 | entries to be replaced by a single aggregated entry (e.g. a ragdoll or a single actor with a  | 
| 58 | large number of attached shapes). | 
| 59 |  | 
| 60 | 2) it reduces broad-phase memory usage | 
| 61 |  | 
| 62 | 3) filtering can be optimized a lot if self-collisions within an aggregate are not needed. For | 
| 63 |    example if you don't need collisions between ragdoll bones, it's faster to simply disable | 
| 64 |    filtering once and for all, for the aggregate containing the ragdoll, rather than filtering | 
| 65 |    out each bone-bone collision in the filter shader. | 
| 66 |  | 
| 67 | @see PxActor, PxPhysics.createAggregate | 
| 68 | */ | 
| 69 |  | 
| 70 | class PxAggregate : public PxBase | 
| 71 | { | 
| 72 | public: | 
| 73 |  | 
| 74 | 	/** | 
| 75 | 	\brief Deletes the aggregate object. | 
| 76 |  | 
| 77 | 	Deleting the PxAggregate object does not delete the aggregated actors. If the PxAggregate object | 
| 78 | 	belongs to a scene, the aggregated actors are automatically re-inserted in that scene. If you intend | 
| 79 | 	to delete both the PxAggregate and its actors, it is best to release the actors first, then release | 
| 80 | 	the PxAggregate when it is empty. | 
| 81 | 	*/ | 
| 82 | 	virtual	void		release()				= 0; | 
| 83 |  | 
| 84 | 	/** | 
| 85 | 	\brief Adds an actor to the aggregate object. | 
| 86 |  | 
| 87 | 	A warning is output if the total number of actors is reached, or if the incoming actor already belongs | 
| 88 | 	to an aggregate. | 
| 89 |  | 
| 90 | 	If the aggregate belongs to a scene, adding an actor to the aggregate also adds the actor to that scene. | 
| 91 |  | 
| 92 | 	If the actor already belongs to a scene, a warning is output and the call is ignored. You need to remove | 
| 93 | 	the actor from the scene first, before adding it to the aggregate. | 
| 94 |  | 
| 95 | 	\note When BVHStructure is provided the actor shapes are grouped together.  | 
| 96 | 	The scene query pruning structure inside PhysX SDK will store/update one | 
| 97 | 	bound per actor. The scene queries against such an actor will query actor | 
| 98 | 	bounds and then make a local space query against the provided BVH structure, which is in | 
| 99 | 	actor's local space. | 
| 100 |  | 
| 101 | 	\param	[in] actor The actor that should be added to the aggregate | 
| 102 | 	\param	[in] bvhStructure BVHStructure for actor shapes. | 
| 103 | 	return	true if success | 
| 104 | 	*/ | 
| 105 | 	virtual	bool		addActor(PxActor& actor, const PxBVHStructure* bvhStructure = NULL)		= 0; | 
| 106 |  | 
| 107 | 	/** | 
| 108 | 	\brief Removes an actor from the aggregate object. | 
| 109 |  | 
| 110 | 	A warning is output if the incoming actor does not belong to the aggregate. Otherwise the actor is | 
| 111 | 	removed from the aggregate. If the aggregate belongs to a scene, the actor is reinserted in that | 
| 112 | 	scene. If you intend to delete the actor, it is best to call #PxActor::release() directly. That way | 
| 113 | 	the actor will be automatically removed from its aggregate (if any) and not reinserted in a scene. | 
| 114 |  | 
| 115 | 	\param	[in] actor The actor that should be removed from the aggregate | 
| 116 | 	return	true if success | 
| 117 | 	*/ | 
| 118 | 	virtual	bool		removeActor(PxActor& actor)		= 0; | 
| 119 |  | 
| 120 | 	/** | 
| 121 | 	\brief Adds an articulation to the aggregate object. | 
| 122 |  | 
| 123 | 	A warning is output if the total number of actors is reached (every articulation link counts as an actor),  | 
| 124 | 	or if the incoming articulation already belongs	to an aggregate. | 
| 125 |  | 
| 126 | 	If the aggregate belongs to a scene, adding an articulation to the aggregate also adds the articulation to that scene. | 
| 127 |  | 
| 128 | 	If the articulation already belongs to a scene, a warning is output and the call is ignored. You need to remove | 
| 129 | 	the articulation from the scene first, before adding it to the aggregate. | 
| 130 |  | 
| 131 | 	\param	[in] articulation The articulation that should be added to the aggregate | 
| 132 | 	return	true if success | 
| 133 | 	*/ | 
| 134 | 	virtual	bool		addArticulation(PxArticulationBase& articulation) = 0; | 
| 135 |  | 
| 136 | 	/** | 
| 137 | 	\brief Removes an articulation from the aggregate object. | 
| 138 |  | 
| 139 | 	A warning is output if the incoming articulation does not belong to the aggregate. Otherwise the articulation is | 
| 140 | 	removed from the aggregate. If the aggregate belongs to a scene, the articulation is reinserted in that | 
| 141 | 	scene. If you intend to delete the articulation, it is best to call #PxArticulation::release() directly. That way | 
| 142 | 	the articulation will be automatically removed from its aggregate (if any) and not reinserted in a scene. | 
| 143 |  | 
| 144 | 	\param	[in] articulation The articulation that should be removed from the aggregate | 
| 145 | 	return	true if success | 
| 146 | 	*/ | 
| 147 | 	virtual	bool		removeArticulation(PxArticulationBase& articulation) = 0; | 
| 148 |  | 
| 149 | 	/** | 
| 150 | 	\brief Returns the number of actors contained in the aggregate. | 
| 151 |  | 
| 152 | 	You can use #getActors() to retrieve the actor pointers. | 
| 153 |  | 
| 154 | 	\return Number of actors contained in the aggregate. | 
| 155 |  | 
| 156 | 	@see PxActor getActors() | 
| 157 | 	*/ | 
| 158 | 	virtual PxU32		getNbActors() const = 0; | 
| 159 |  | 
| 160 | 	/** | 
| 161 | 	\brief Retrieves max amount of actors that can be contained in the aggregate. | 
| 162 |  | 
| 163 | 	\return Max aggregate size.  | 
| 164 |  | 
| 165 | 	@see PxPhysics::createAggregate() | 
| 166 | 	*/ | 
| 167 | 	virtual	PxU32		getMaxNbActors() const = 0; | 
| 168 |  | 
| 169 | 	/** | 
| 170 | 	\brief Retrieve all actors contained in the aggregate. | 
| 171 |  | 
| 172 | 	You can retrieve the number of actor pointers by calling #getNbActors() | 
| 173 |  | 
| 174 | 	\param[out] userBuffer The buffer to store the actor pointers. | 
| 175 | 	\param[in] bufferSize Size of provided user buffer. | 
| 176 | 	\param[in] startIndex Index of first actor pointer to be retrieved | 
| 177 | 	\return Number of actor pointers written to the buffer. | 
| 178 |  | 
| 179 | 	@see PxShape getNbShapes() | 
| 180 | 	*/ | 
| 181 | 	virtual PxU32		getActors(PxActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const = 0; | 
| 182 |  | 
| 183 | 	/** | 
| 184 | 	\brief Retrieves the scene which this aggregate belongs to. | 
| 185 |  | 
| 186 | 	\return Owner Scene. NULL if not part of a scene. | 
| 187 |  | 
| 188 | 	@see PxScene | 
| 189 | 	*/ | 
| 190 | 	virtual	PxScene*	getScene()	= 0; | 
| 191 |  | 
| 192 | 	/** | 
| 193 | 	\brief Retrieves aggregate's self-collision flag. | 
| 194 |  | 
| 195 | 	\return self-collision flag | 
| 196 | 	*/ | 
| 197 | 	virtual	bool		getSelfCollision()	const	= 0; | 
| 198 |  | 
| 199 | 	virtual	const char*	getConcreteTypeName() const	{ return "PxAggregate" ; } | 
| 200 |  | 
| 201 | protected: | 
| 202 | 	PX_INLINE			PxAggregate(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {} | 
| 203 | 	PX_INLINE			PxAggregate(PxBaseFlags baseFlags) : PxBase(baseFlags) {} | 
| 204 | 	virtual				~PxAggregate() {} | 
| 205 | 	virtual	bool		isKindOf(const char* name) const { return !::strcmp(s1: "PxAggregate" , s2: name) || PxBase::isKindOf(superClass: name); } | 
| 206 | }; | 
| 207 |  | 
| 208 | #if !PX_DOXYGEN | 
| 209 | } // namespace physx | 
| 210 | #endif | 
| 211 |  | 
| 212 | /** @} */ | 
| 213 | #endif | 
| 214 |  |