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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScSqBoundsManager.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 SC_SQ_BOUNDS_MANAGER_H
#define SC_SQ_BOUNDS_MANAGER_H
#include "foundation/PxUserAllocated.h"
#include "foundation/PxBitMap.h"
#include "foundation/PxArray.h"
#include "ScSqBoundsSync.h"
namespace physx
{
class PxBounds3;
namespace Sc
{
struct SqBoundsSync;
struct SqRefFinder;
class ShapeSimBase;
class SqBoundsManager0 : public PxUserAllocated
{
PX_NOCOPY(SqBoundsManager0)
public:
SqBoundsManager0();
void addSyncShape(ShapeSimBase& shape);
void removeSyncShape(ShapeSimBase& shape);
void syncBounds(SqBoundsSync& sync, SqRefFinder& finder, const PxBounds3* bounds, const PxTransform32* transforms, PxU64 contextID, const PxBitMap& ignoredIndices);
private:
PxArray<ShapeSimBase*> mShapes; //
PxArray<ScPrunerHandle> mRefs; // SQ pruner references
PxArray<PxU32> mBoundsIndices; // indices into the Sc bounds array
PxArray<ShapeSimBase*> mRefless; // shapesims without references
};
class SqBoundsManagerEx : public PxUserAllocated
{
PX_NOCOPY(SqBoundsManagerEx)
public:
SqBoundsManagerEx();
~SqBoundsManagerEx();
void addSyncShape(ShapeSimBase& shape);
void removeSyncShape(ShapeSimBase& shape);
void syncBounds(SqBoundsSync& sync, SqRefFinder& finder, const PxBounds3* bounds, const PxTransform32* transforms, PxU64 contextID, const PxBitMap& ignoredIndices);
private:
PxArray<ShapeSimBase*> mWaitingRoom;
// PT: one of the many solutions discussed in https://confluence.nvidia.com/display/~pterdiman/The+new+SQ+system
// Just to get something working. This will most likely need revisiting later.
struct PrunerSyncData : public PxUserAllocated
{
PxArray<ShapeSimBase*> mShapes; //
// PT: layout dictated by the SqPruner API here. We could consider merging these two arrays.
PxArray<ScPrunerHandle> mRefs; // SQ pruner references
PxArray<PxU32> mBoundsIndices; // indices into the Sc bounds array
};
PrunerSyncData** mPrunerSyncData;
PxU32 mPrunerSyncDataSize;
void resize(PxU32 index);
};
//class SqBoundsManager : public SqBoundsManager0
class SqBoundsManager : public SqBoundsManagerEx
{
public:
};
}
}
#endif