| 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_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 | |