| 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_EXTENSIONS_BROAD_PHASE_H |
| 32 | #define PX_PHYSICS_EXTENSIONS_BROAD_PHASE_H |
| 33 | /** \addtogroup extensions |
| 34 | @{ |
| 35 | */ |
| 36 | |
| 37 | #include "PxPhysXConfig.h" |
| 38 | #include "common/PxPhysXCommonConfig.h" |
| 39 | |
| 40 | #if !PX_DOXYGEN |
| 41 | namespace physx |
| 42 | { |
| 43 | #endif |
| 44 | |
| 45 | class PxBroadPhaseExt |
| 46 | { |
| 47 | public: |
| 48 | |
| 49 | /** |
| 50 | \brief Creates regions for PxSceneDesc, from a global box. |
| 51 | |
| 52 | This helper simply subdivides the given global box into a 2D grid of smaller boxes. Each one of those smaller boxes |
| 53 | is a region of interest for the broadphase. There are nbSubdiv*nbSubdiv regions in the 2D grid. The function does not |
| 54 | subdivide along the given up axis. |
| 55 | |
| 56 | This is the simplest setup one can use with PxBroadPhaseType::eMBP. A more sophisticated setup would try to cover |
| 57 | the game world with a non-uniform set of regions (i.e. not just a grid). |
| 58 | |
| 59 | \param[out] regions Regions computed from the input global box |
| 60 | \param[in] globalBounds World-space box covering the game world |
| 61 | \param[in] nbSubdiv Grid subdivision level. The function will create nbSubdiv*nbSubdiv regions. |
| 62 | \param[in] upAxis Up axis (0 for X, 1 for Y, 2 for Z). |
| 63 | \return number of regions written out to the 'regions' array |
| 64 | |
| 65 | @see PxSceneDesc PxBroadPhaseType |
| 66 | */ |
| 67 | static PxU32 createRegionsFromWorldBounds(PxBounds3* regions, const PxBounds3& globalBounds, PxU32 nbSubdiv, PxU32 upAxis=1); |
| 68 | }; |
| 69 | |
| 70 | #if !PX_DOXYGEN |
| 71 | } // namespace physx |
| 72 | #endif |
| 73 | |
| 74 | /** @} */ |
| 75 | #endif |
| 76 | |