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XCEngine/engine/third_party/physx/source/scenequery/include/SqQuery.h

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 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 SQ_QUERY_H
#define SQ_QUERY_H
// PT: SQ-API LEVEL 3 (Level 1 = SqPruner.h, Level 2 = SqManager/SqPrunerData)
// PT: this file is part of a "high-level" set of files within Sq. The SqPruner API doesn't rely on them.
// PT: this should really be at Np level but moving it to Sq allows us to share it.
#include "foundation/PxSimpleTypes.h"
#include "geometry/PxGeometryQueryFlags.h"
#include "SqManager.h"
#include "PxQueryReport.h"
#include "GuCachedFuncs.h"
namespace physx
{
class PxGeometry;
struct PxQueryFilterData;
struct PxFilterData;
class PxQueryFilterCallback;
namespace Sq
{
struct MultiQueryInput;
class PVDCapture
{
public:
PVDCapture() {}
virtual ~PVDCapture() {}
virtual bool transmitSceneQueries() = 0;
virtual void raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal distance, const PxRaycastHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData, bool multipleHits) = 0;
virtual void sweep(const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, PxReal distance, const PxSweepHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData, bool multipleHits) = 0;
virtual void overlap(const PxGeometry& geometry, const PxTransform& pose, const PxOverlapHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData) = 0;
};
// SceneQueries-level adapter. Augments the PrunerManager-level adapter with functions needed to perform queries.
class QueryAdapter : public Adapter
{
public:
QueryAdapter() {}
virtual ~QueryAdapter() {}
// PT: TODO: decouple from PxQueryCache?
virtual Gu::PrunerHandle findPrunerHandle(const PxQueryCache& cache, PrunerCompoundId& compoundId, PxU32& prunerIndex) const = 0;
// PT: TODO: return reference? but this version is at least consistent with getActorShape
virtual void getFilterData(const Gu::PrunerPayload& payload, PxFilterData& filterData) const = 0;
virtual void getActorShape(const Gu::PrunerPayload& payload, PxActorShape& actorShape) const = 0;
};
}
class SceneQueries
{
PX_NOCOPY(SceneQueries)
public:
SceneQueries(Sq::PVDCapture* pvd, PxU64 contextID, Gu::Pruner* staticPruner, Gu::Pruner* dynamicPruner,
PxU32 dynamicTreeRebuildRateHint, float inflation,
const PxSceneLimits& limits, const Sq::QueryAdapter& adapter);
~SceneQueries();
PX_FORCE_INLINE Sq::PrunerManager& getPrunerManagerFast() { return mSQManager; }
PX_FORCE_INLINE const Sq::PrunerManager& getPrunerManagerFast() const { return mSQManager; }
template<typename QueryHit>
bool multiQuery(
const Sq::MultiQueryInput& in,
PxHitCallback<QueryHit>& hits, PxHitFlags hitFlags, const PxQueryCache* cache,
const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall) const;
bool _raycast(
const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, // Ray data
PxRaycastCallback& hitCall, PxHitFlags hitFlags,
const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall,
const PxQueryCache* cache, PxGeometryQueryFlags flags) const;
bool _sweep(
const PxGeometry& geometry, const PxTransform& pose, // GeomObject data
const PxVec3& unitDir, const PxReal distance, // Ray data
PxSweepCallback& hitCall, PxHitFlags hitFlags,
const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall,
const PxQueryCache* cache, const PxReal inflation, PxGeometryQueryFlags flags) const;
bool _overlap(
const PxGeometry& geometry, const PxTransform& transform, // GeomObject data
PxOverlapCallback& hitCall,
const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall,
const PxQueryCache* cache, PxGeometryQueryFlags flags) const;
PX_FORCE_INLINE PxU64 getContextId() const { return mSQManager.getContextId(); }
Sq::PrunerManager mSQManager;
public:
Gu::CachedFuncs mCachedFuncs;
Sq::PVDCapture* mPVD;
};
#if PX_SUPPORT_EXTERN_TEMPLATE
//explicit template instantiation declaration
extern template
bool SceneQueries::multiQuery<PxRaycastHit>(const Sq::MultiQueryInput&, PxHitCallback<PxRaycastHit>&, PxHitFlags, const PxQueryCache*, const PxQueryFilterData&, PxQueryFilterCallback*) const;
extern template
bool SceneQueries::multiQuery<PxOverlapHit>(const Sq::MultiQueryInput&, PxHitCallback<PxOverlapHit>&, PxHitFlags, const PxQueryCache*, const PxQueryFilterData&, PxQueryFilterCallback*) const;
extern template
bool SceneQueries::multiQuery<PxSweepHit>(const Sq::MultiQueryInput&, PxHitCallback<PxSweepHit>&, PxHitFlags, const PxQueryCache*, const PxQueryFilterData&, PxQueryFilterCallback*) const;
#endif
}
#endif