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XCEngine/engine/third_party/physx/source/geomutils/include/GuSqInternal.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 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