| 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_PRUNING_STRUCTURE | 
| 32 | #define PX_PHYSICS_NX_PRUNING_STRUCTURE | 
| 33 | /** \addtogroup physics | 
| 34 | @{ */ | 
| 35 |  | 
| 36 | #include "PxPhysXConfig.h" | 
| 37 | #include "common/PxBase.h" | 
| 38 |  | 
| 39 | #if !PX_DOXYGEN | 
| 40 | namespace physx | 
| 41 | { | 
| 42 | #endif | 
| 43 |  | 
| 44 |  | 
| 45 | /** | 
| 46 | \brief A precomputed pruning structure to accelerate scene queries against newly added actors. | 
| 47 |  | 
| 48 | The pruning structure can be provided to #PxScene:: addActors() in which case it will get merged | 
| 49 | directly into the scene query optimization AABB tree, thus leading to improved performance when | 
| 50 | doing queries against the newly added actors. This applies to both static and dynamic actors. | 
| 51 |  | 
| 52 | \note PxPruningStructure objects can be added to a collection and get serialized. | 
| 53 | \note Adding a PxPruningStructure object to a collection will also add the actors that were used to build the pruning structure. | 
| 54 |  | 
| 55 | \note PxPruningStructure must be released before its rigid actors. | 
| 56 | \note PxRigidBody objects can be in one PxPruningStructure only. | 
| 57 | \note Changing the bounds of PxRigidBody objects assigned to a pruning structure that has not been added to a scene yet will  | 
| 58 | invalidate the pruning structure. Same happens if shape scene query flags change or shape gets removed from an actor. | 
| 59 |  | 
| 60 | @see PxScene::addActors PxCollection | 
| 61 | */	 | 
| 62 | class PxPruningStructure : public PxBase | 
| 63 | { | 
| 64 | public: | 
| 65 | 	/** | 
| 66 | 	\brief Release this object. | 
| 67 | 	*/ | 
| 68 | 	virtual void				release() = 0; | 
| 69 |  | 
| 70 | 	/** | 
| 71 | 	\brief Retrieve rigid actors in the pruning structure. | 
| 72 |  | 
| 73 | 	You can retrieve the number of rigid actor pointers by calling #getNbRigidActors() | 
| 74 |  | 
| 75 | 	\param[out] userBuffer The buffer to store the actor pointers. | 
| 76 | 	\param[in] bufferSize Size of provided user buffer. | 
| 77 | 	\param[in] startIndex Index of first actor pointer to be retrieved | 
| 78 | 	\return Number of rigid actor pointers written to the buffer. | 
| 79 |  | 
| 80 | 	@see PxRigidActor | 
| 81 | 	*/ | 
| 82 | 	virtual PxU32				getRigidActors(PxRigidActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const = 0; | 
| 83 |  | 
| 84 | 	/** | 
| 85 | 	\brief Returns the number of rigid actors in the pruning structure. | 
| 86 |  | 
| 87 | 	You can use #getRigidActors() to retrieve the rigid actor pointers. | 
| 88 |  | 
| 89 | 	\return Number of rigid actors in the pruning structure. | 
| 90 |  | 
| 91 | 	@see PxRigidActor | 
| 92 | 	*/ | 
| 93 | 	virtual PxU32				getNbRigidActors() const = 0; | 
| 94 |  | 
| 95 | 	virtual	const char*			getConcreteTypeName() const	{ return "PxPruningStructure" ;	} | 
| 96 | protected: | 
| 97 | 	PX_INLINE					PxPruningStructure(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {} | 
| 98 | 	PX_INLINE					PxPruningStructure(PxBaseFlags baseFlags) : PxBase(baseFlags) {} | 
| 99 | 	virtual						~PxPruningStructure()	{} | 
| 100 | 	virtual		bool			isKindOf(const char* name)	const		{ return !::strcmp(s1: "PxPruningStructure" , s2: name) || PxBase::isKindOf(superClass: name); } | 
| 101 | }; | 
| 102 |  | 
| 103 |  | 
| 104 | #if !PX_DOXYGEN | 
| 105 | } // namespace physx | 
| 106 | #endif | 
| 107 |  | 
| 108 | /** @} */  | 
| 109 | #endif // PX_PHYSICS_NX_PRUNING_STRUCTURE | 
| 110 |  |