| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 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 | |