// 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 GU_SQ_INTERNAL_H #define GU_SQ_INTERNAL_H #include "foundation/PxSimpleTypes.h" #include "common/PxPhysXCommonConfig.h" #define SQ_DEBUG_VIZ_STATIC_COLOR PxU32(PxDebugColor::eARGB_BLUE) #define SQ_DEBUG_VIZ_DYNAMIC_COLOR PxU32(PxDebugColor::eARGB_RED) #define SQ_DEBUG_VIZ_STATIC_COLOR2 PxU32(PxDebugColor::eARGB_DARKBLUE) #define SQ_DEBUG_VIZ_DYNAMIC_COLOR2 PxU32(PxDebugColor::eARGB_DARKRED) #define SQ_DEBUG_VIZ_COMPOUND_COLOR PxU32(PxDebugColor::eARGB_MAGENTA) namespace physx { class PxRenderOutput; class PxBounds3; namespace Gu { class BVH; class AABBTree; class IncrementalAABBTree; class IncrementalAABBTreeNode; } class DebugVizCallback { public: DebugVizCallback() {} virtual ~DebugVizCallback() {} virtual bool visualizeNode(const physx::Gu::IncrementalAABBTreeNode& node, const physx::PxBounds3& bounds) = 0; }; } PX_PHYSX_COMMON_API void visualizeTree(physx::PxRenderOutput& out, physx::PxU32 color, const physx::Gu::BVH* tree); PX_PHYSX_COMMON_API void visualizeTree(physx::PxRenderOutput& out, physx::PxU32 color, const physx::Gu::AABBTree* tree); PX_PHYSX_COMMON_API void visualizeTree(physx::PxRenderOutput& out, physx::PxU32 color, const physx::Gu::IncrementalAABBTree* tree, physx::DebugVizCallback* cb=NULL); // PT: macros to try limiting the code duplication in headers. Mostly it just redefines the // SqPruner API in implementation classes, and you shouldn't have to worry about it. // Note that this assumes pool-based pruners with an mPool class member (for now). #define DECLARE_BASE_PRUNER_API \ virtual void shiftOrigin(const PxVec3& shift); \ virtual void visualize(PxRenderOutput& out, PxU32 primaryColor, PxU32 secondaryColor) const; #define DECLARE_PRUNER_API_COMMON \ virtual bool addObjects(PrunerHandle* results, const PxBounds3* bounds, const PrunerPayload* data, const PxTransform* transforms, PxU32 count, bool hasPruningStructure); \ virtual void removeObjects(const PrunerHandle* handles, PxU32 count, PrunerPayloadRemovalCallback* removalCallback); \ virtual void updateObjects(const PrunerHandle* handles, PxU32 count, float inflation, const PxU32* boundsIndices, const PxBounds3* newBounds, const PxTransform32* newTransforms); \ virtual void purge(); \ virtual void commit(); \ virtual void merge(const void* mergeParams); \ virtual bool raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal& inOutDistance, Gu::PrunerRaycastCallback&) const; \ virtual bool overlap(const Gu::ShapeData& queryVolume, Gu::PrunerOverlapCallback&) const; \ virtual bool sweep(const Gu::ShapeData& queryVolume, const PxVec3& unitDir, PxReal& inOutDistance, Gu::PrunerRaycastCallback&) const; \ virtual const PrunerPayload& getPayloadData(PrunerHandle handle, PrunerPayloadData* data) const { return mPool.getPayloadData(handle, data); } \ virtual void preallocate(PxU32 entries) { mPool.preallocate(entries); } \ virtual bool setTransform(PrunerHandle handle, const PxTransform& transform) { return mPool.setTransform(handle, transform); } \ virtual void getGlobalBounds(PxBounds3&) const; #endif