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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 | |