| 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 | |