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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
40namespace physx
41{
42#endif
43
44
45/**
46\brief A precomputed pruning structure to accelerate scene queries against newly added actors.
47
48The pruning structure can be provided to #PxScene:: addActors() in which case it will get merged
49directly into the scene query optimization AABB tree, thus leading to improved performance when
50doing 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
58invalidate 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*/
62class PxPruningStructure : public PxBase
63{
64public:
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"; }
96protected:
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

source code of qtquick3dphysics/src/3rdparty/PhysX/include/PxPruningStructure.h