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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 | |