6e8fbca745
match the genesis editor version 1.3.0.653.
334 lines
8.9 KiB
C++
334 lines
8.9 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
|
|
// under a form of NVIDIA software license agreement provided separately to you.
|
|
//
|
|
// Notice
|
|
// NVIDIA Corporation and its licensors retain all intellectual property and
|
|
// proprietary rights in and to this software and related documentation and
|
|
// any modifications thereto. Any use, reproduction, disclosure, or
|
|
// distribution of this software and related documentation without an express
|
|
// license agreement from NVIDIA Corporation is strictly prohibited.
|
|
//
|
|
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
|
|
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
|
|
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
|
|
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
|
|
//
|
|
// Information and code furnished is believed to be accurate and reliable.
|
|
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
|
|
// information or for any infringement of patents or other rights of third parties that may
|
|
// result from its use. No license is granted by implication or otherwise under any patent
|
|
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
|
|
// This code supersedes and replaces all information previously supplied.
|
|
// NVIDIA Corporation products are not authorized for use as critical
|
|
// components in life support devices or systems without express written approval of
|
|
// NVIDIA Corporation.
|
|
//
|
|
// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
|
|
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
|
|
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
|
|
|
|
|
|
#ifndef PX_PHYSICS_NX_SCENEQUERYDESC
|
|
#define PX_PHYSICS_NX_SCENEQUERYDESC
|
|
/** \addtogroup physics
|
|
@{ */
|
|
|
|
#include "PxPhysX.h"
|
|
#include "PxClient.h"
|
|
#include "PxFiltering.h"
|
|
#include "PxSceneQueryFiltering.h"
|
|
|
|
#ifndef PX_DOXYGEN
|
|
namespace physx
|
|
{
|
|
#endif
|
|
|
|
struct PxSweepHit;
|
|
struct PxRaycastHit;
|
|
|
|
struct PxBatchQueryStatus
|
|
{
|
|
enum Enum
|
|
{
|
|
/**
|
|
\brief This is the initial state before a query starts.
|
|
*/
|
|
ePENDING = 0,
|
|
|
|
/**
|
|
\brief The query is finished; results have been written into the result and hit buffers.
|
|
*/
|
|
eSUCCESS,
|
|
|
|
/**
|
|
\brief The query was aborted due to the hit buffer being full.
|
|
*/
|
|
eABORTED
|
|
};
|
|
};
|
|
|
|
/**
|
|
\brief Struct for the result of a batched raycast query.
|
|
*/
|
|
struct PxRaycastQueryResult
|
|
{
|
|
PxRaycastHit* hits;
|
|
PxU32 nbHits;
|
|
PxU32 queryStatus;
|
|
void* userData;
|
|
};
|
|
|
|
/**
|
|
\brief Struct for the result of a batched sweep query.
|
|
*/
|
|
struct PxSweepQueryResult
|
|
{
|
|
PxSweepHit* hits;
|
|
PxU32 nbHits;
|
|
PxU32 queryStatus;
|
|
void* userData;
|
|
};
|
|
|
|
/**
|
|
\brief Struct for the result of a batched overlap query.
|
|
*/
|
|
struct PxOverlapQueryResult
|
|
{
|
|
PxShape** hits;
|
|
PxU32 nbHits;
|
|
PxU32 queryStatus;
|
|
void* userData;
|
|
};
|
|
|
|
|
|
/**
|
|
\brief Descriptor class for #PxBatchQuery.
|
|
|
|
@see PxBatchQuery PxSceneQueryExecuteMode
|
|
*/
|
|
class PxBatchQueryDesc
|
|
{
|
|
public:
|
|
|
|
/**
|
|
\brief Shared global filter data which will get passed into the filter shader.
|
|
|
|
\note The provided data will get copied to internal buffers and this copy will be used for filtering calls.
|
|
|
|
<b>Default:</b> NULL
|
|
|
|
@see PxSimulationFilterShader
|
|
*/
|
|
void* filterShaderData;
|
|
|
|
/**
|
|
\brief Size (in bytes) of the shared global filter data #filterShaderData.
|
|
|
|
<b>Default:</b> 0
|
|
|
|
@see PxSimulationFilterShader filterShaderData
|
|
*/
|
|
PxU32 filterShaderDataSize;
|
|
|
|
/**
|
|
\brief The custom preFilter shader to use for filtering.
|
|
|
|
@see PxBatchQueryPreFilterShader PxDefaultPreFilterShader
|
|
*/
|
|
PxBatchQueryPreFilterShader preFilterShader;
|
|
|
|
/**
|
|
\brief The custom postFilter shader to use for filtering.
|
|
|
|
@see PxBatchQueryPostFilterShader PxDefaultPostFilterShader
|
|
*/
|
|
PxBatchQueryPostFilterShader postFilterShader;
|
|
|
|
/**
|
|
\brief The custom spu pre filter shader to use for collision filtering.
|
|
|
|
\note This parameter is a fragment of SPU binary codes with the similar function of #PxBatchQueryPreFilterShader.
|
|
The requirement of the spu function is the same as PxBatchQueryPreFilterShader::filter. To compile the shader for
|
|
spu, you can reference the implementation, makefile and awk scripts in SampleVehicle. If you don't want to define
|
|
your own filter shader you can just leave this variable as NULL.
|
|
|
|
<b>Platform:</b>
|
|
\li PC SW: Not applicable
|
|
\li PS3 : Yes
|
|
\li XB360: Not applicable
|
|
\li WII : Not applicable
|
|
|
|
*/
|
|
void* spuPreFilterShader;
|
|
|
|
/**
|
|
\brief Size (in bytes) of the spu pre filter shader codes #spuPreFilterShader
|
|
|
|
<b>Default:</b> 0
|
|
|
|
@see spuPreFilterShader
|
|
*/
|
|
PxU32 spuPreFilterShaderSize;
|
|
|
|
/**
|
|
\brief The custom spu post filter shader to use for collision filtering.
|
|
|
|
\note This parameter is a fragment of SPU binary codes with the similar function of #PxBatchQueryPostFilterShader.
|
|
The requirement of the spu function is the same as PxBatchQueryPreFilterShader::filter. To compile the shader for
|
|
spu, you can reference the implementation, makefile and awk scripts in SampleVehicle.If you don't want to define
|
|
your own filter shader you can just leave this variable as NULL.
|
|
library.
|
|
|
|
<b>Platform:</b>
|
|
\li PC SW: Not applicable
|
|
\li PS3 : Yes
|
|
\li XB360: Not applicable
|
|
\li WII : Not applicable
|
|
|
|
*/
|
|
void* spuPostFilterShader;
|
|
|
|
/**
|
|
\brief Size (in bytes) of the spu post filter shader codes #spuPostFilterShader
|
|
|
|
<b>Default:</b> 0
|
|
|
|
@see spuPostFilterShader
|
|
*/
|
|
PxU32 spuPostFilterShaderSize;
|
|
|
|
/**
|
|
\brief Immutable client that creates and owns this scene query.
|
|
|
|
NOT CURRENTLY SUPPORTED
|
|
|
|
@see PxScene::createClient()
|
|
*/
|
|
PxClientID ownerClient;
|
|
|
|
/**
|
|
\brief The pointer to the user-allocated buffer for raycast query result
|
|
|
|
\note The length should be same as the number of raycast queries
|
|
\note For ps3, this must be 16 bytes aligned and not on stack
|
|
|
|
@see PxRaycastQueryResult
|
|
*/
|
|
PxRaycastQueryResult* userRaycastResultBuffer;
|
|
|
|
/**
|
|
\brief The pointer to the user-allocated buffer for raycast hits.
|
|
\note The size of this buffer should be large enough to store PxRaycastHit.
|
|
If the buffer is too small to store hits, the related PxRaycastQueryResult.queryStatus will be set to eABORTED
|
|
\note For ps3, this buffer must be 16 bytes aligned and not on stack
|
|
|
|
*/
|
|
PxRaycastHit* userRaycastHitBuffer;
|
|
|
|
/**
|
|
\brief The pointer to the user-allocated buffer for sweep query result
|
|
|
|
\note The length should be same as the number of sweep query
|
|
\note For ps3, this must be 16 bytes aligned and not on stack
|
|
|
|
@see PxRaycastQueryResult
|
|
*/
|
|
PxSweepQueryResult* userSweepResultBuffer;
|
|
|
|
/**
|
|
\brief The pointer to the user-allocated buffer for sweep hits.
|
|
\note The size of this buffer should be large enough to store PxSweepHit.
|
|
If the buffer is too small to store hits, the related PxSweepQueryResult.queryStatus will be set to eABORTED
|
|
\note For ps3, this buffer must be 16 bytes aligned and not on stack
|
|
|
|
*/
|
|
PxSweepHit* userSweepHitBuffer;
|
|
|
|
/**
|
|
\brief The pointer to the user-allocated buffer for overlap query result
|
|
|
|
\note The length should be same as the number of overlap query
|
|
\note For ps3, this must be 16 bytes aligned and not on stack
|
|
|
|
@see PxRaycastQueryResult
|
|
*/
|
|
PxOverlapQueryResult* userOverlapResultBuffer;
|
|
|
|
/**
|
|
\brief The pointer to the user-allocated buffer for overlap hits.
|
|
\note The size of this buffer should be large enough to store the hits returned.
|
|
If the buffer is too small to store hits, the related PxOverlapQueryResult.queryStatus will be set to eABORTED
|
|
\note For ps3, this buffer must be 16 bytes aligned and not on stack
|
|
|
|
*/
|
|
PxShape** userOverlapHitBuffer;
|
|
|
|
/**
|
|
\brief The number of elements of the user-allocated userRaycastHitBuffer
|
|
|
|
*/
|
|
PxU32 raycastHitBufferSize;
|
|
|
|
/**
|
|
\brief The number of elements of the user-allocated userSweepHitBuffer
|
|
|
|
*/
|
|
PxU32 sweepHitBufferSize;
|
|
|
|
/**
|
|
\brief The number of elements of the user-allocated userOverlapHitBuffer
|
|
|
|
*/
|
|
PxU32 overlapHitBufferSize;
|
|
|
|
|
|
PX_INLINE PxBatchQueryDesc();
|
|
PX_INLINE void setToDefault();
|
|
PX_INLINE bool isValid() const;
|
|
};
|
|
|
|
|
|
PX_INLINE PxBatchQueryDesc::PxBatchQueryDesc() :
|
|
filterShaderData (NULL),
|
|
filterShaderDataSize (0),
|
|
preFilterShader (NULL),
|
|
postFilterShader (NULL),
|
|
spuPreFilterShader (NULL),
|
|
spuPreFilterShaderSize (0),
|
|
spuPostFilterShader (NULL),
|
|
spuPostFilterShaderSize (0),
|
|
ownerClient (PX_DEFAULT_CLIENT),
|
|
userRaycastResultBuffer (NULL),
|
|
userRaycastHitBuffer (NULL),
|
|
userSweepResultBuffer (NULL),
|
|
userSweepHitBuffer (NULL),
|
|
userOverlapResultBuffer (NULL),
|
|
userOverlapHitBuffer (NULL),
|
|
raycastHitBufferSize (0),
|
|
sweepHitBufferSize (0),
|
|
overlapHitBufferSize (0)
|
|
{
|
|
}
|
|
|
|
|
|
PX_INLINE void PxBatchQueryDesc::setToDefault()
|
|
{
|
|
*this = PxBatchQueryDesc();
|
|
}
|
|
|
|
PX_INLINE bool PxBatchQueryDesc::isValid() const
|
|
{
|
|
if ( ((filterShaderDataSize == 0) && (filterShaderData != NULL)) ||
|
|
((filterShaderDataSize > 0) && (filterShaderData == NULL)) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifndef PX_DOXYGEN
|
|
} // namespace physx
|
|
#endif
|
|
|
|
/** @} */
|
|
#endif
|