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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_BROAD_PHASE_H |
32 | #define PX_PHYSICS_BROAD_PHASE_H |
33 | /** \addtogroup physics |
34 | @{ |
35 | */ |
36 | |
37 | #include "PxPhysXConfig.h" |
38 | #include "foundation/PxBounds3.h" |
39 | |
40 | #if !PX_DOXYGEN |
41 | namespace physx |
42 | { |
43 | #endif |
44 | |
45 | class PxActor; |
46 | |
47 | /** |
48 | \brief Broad phase algorithm used in the simulation |
49 | |
50 | eSAP is a good generic choice with great performance when many objects are sleeping. Performance |
51 | can degrade significantly though, when all objects are moving, or when large numbers of objects |
52 | are added to or removed from the broad phase. This algorithm does not need world bounds to be |
53 | defined in order to work. |
54 | |
55 | eMBP is an alternative broad phase algorithm that does not suffer from the same performance |
56 | issues as eSAP when all objects are moving or when inserting large numbers of objects. However |
57 | its generic performance when many objects are sleeping might be inferior to eSAP, and it requires |
58 | users to define world bounds in order to work. |
59 | |
60 | eABP is a revisited implementation of MBP, which automatically manages broad-phase regions. |
61 | It offers the convenience of eSAP (no need to define world bounds or regions) and the performance |
62 | of eMBP when a lot of objects are moving. While eSAP can remain faster when most objects are |
63 | sleeping and eMBP can remain faster when it uses a large number of properly-defined regions, |
64 | eABP often gives the best performance on average and the best memory usage. |
65 | */ |
66 | struct PxBroadPhaseType |
67 | { |
68 | enum Enum |
69 | { |
70 | eSAP, //!< 3-axes sweep-and-prune |
71 | eMBP, //!< Multi box pruning |
72 | eABP, //!< Automatic box pruning |
73 | eGPU, |
74 | |
75 | eLAST |
76 | }; |
77 | }; |
78 | |
79 | /** |
80 | \brief Broad-phase callback to receive broad-phase related events. |
81 | |
82 | Each broadphase callback object is associated with a PxClientID. It is possible to register different |
83 | callbacks for different clients. The callback functions are called this way: |
84 | - for shapes/actors, the callback assigned to the actors' clients are used |
85 | - for aggregates, the callbacks assigned to clients from aggregated actors are used |
86 | |
87 | \note SDK state should not be modified from within the callbacks. In particular objects should not |
88 | be created or destroyed. If state modification is needed then the changes should be stored to a buffer |
89 | and performed after the simulation step. |
90 | |
91 | <b>Threading:</b> It is not necessary to make this class thread safe as it will only be called in the context of the |
92 | user thread. |
93 | |
94 | @see PxSceneDesc PxScene.setBroadPhaseCallback() PxScene.getBroadPhaseCallback() |
95 | */ |
96 | class PxBroadPhaseCallback |
97 | { |
98 | public: |
99 | virtual ~PxBroadPhaseCallback() {} |
100 | |
101 | /** |
102 | \brief Out-of-bounds notification. |
103 | |
104 | This function is called when an object leaves the broad-phase. |
105 | |
106 | \param[in] shape Shape that left the broad-phase bounds |
107 | \param[in] actor Owner actor |
108 | */ |
109 | virtual void onObjectOutOfBounds(PxShape& shape, PxActor& actor) = 0; |
110 | |
111 | /** |
112 | \brief Out-of-bounds notification. |
113 | |
114 | This function is called when an aggregate leaves the broad-phase. |
115 | |
116 | \param[in] aggregate Aggregate that left the broad-phase bounds |
117 | */ |
118 | virtual void onObjectOutOfBounds(PxAggregate& aggregate) = 0; |
119 | }; |
120 | |
121 | /** |
122 | \brief "Region of interest" for the broad-phase. |
123 | |
124 | This is currently only used for the PxBroadPhaseType::eMBP broad-phase, which requires zones or regions to be defined |
125 | when the simulation starts in order to work. Regions can overlap and be added or removed at runtime, but at least one |
126 | region needs to be defined when the scene is created. |
127 | |
128 | If objects that do no overlap any region are inserted into the scene, they will not be added to the broad-phase and |
129 | thus collisions will be disabled for them. A PxBroadPhaseCallback out-of-bounds notification will be sent for each one |
130 | of those objects. |
131 | |
132 | The total number of regions is limited by PxBroadPhaseCaps::maxNbRegions. |
133 | |
134 | The number of regions has a direct impact on performance and memory usage, so it is recommended to experiment with |
135 | various settings to find the best combination for your game. A good default setup is to start with global bounds |
136 | around the whole world, and subdivide these bounds into 4*4 regions. The PxBroadPhaseExt::createRegionsFromWorldBounds |
137 | function can do that for you. |
138 | |
139 | @see PxBroadPhaseCallback PxBroadPhaseExt.createRegionsFromWorldBounds |
140 | */ |
141 | struct PxBroadPhaseRegion |
142 | { |
143 | PxBounds3 bounds; //!< Region's bounds |
144 | void* userData; //!< Region's user-provided data |
145 | }; |
146 | |
147 | /** |
148 | \brief Information & stats structure for a region |
149 | */ |
150 | struct PxBroadPhaseRegionInfo |
151 | { |
152 | PxBroadPhaseRegion region; //!< User-provided region data |
153 | PxU32 nbStaticObjects; //!< Number of static objects in the region |
154 | PxU32 nbDynamicObjects; //!< Number of dynamic objects in the region |
155 | bool active; //!< True if region is currently used, i.e. it has not been removed |
156 | bool overlap; //!< True if region overlaps other regions (regions that are just touching are not considering overlapping) |
157 | }; |
158 | |
159 | /** |
160 | \brief Caps class for broad phase. |
161 | */ |
162 | struct PxBroadPhaseCaps |
163 | { |
164 | PxU32 maxNbRegions; //!< Max number of regions supported by the broad-phase |
165 | PxU32 maxNbObjects; //!< Max number of objects supported by the broad-phase |
166 | bool needsPredefinedBounds; //!< If true, broad-phase needs 'regions' to work |
167 | }; |
168 | |
169 | #if !PX_DOXYGEN |
170 | } // namespace physx |
171 | #endif |
172 | |
173 | /** @} */ |
174 | #endif |
175 | |