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NpSceneQueries.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef NP_SCENE_QUERIES_H
30#define NP_SCENE_QUERIES_H
31
32#include "PxSceneQueryDesc.h"
33
34#include "SqQuery.h"
35
36#include "ScSqBoundsSync.h"
37#if PX_SUPPORT_PVD
38 #include "NpPvdSceneQueryCollector.h"
39 #include "NpPvdSceneClient.h"
40#endif
41
42#include "PxSceneQuerySystem.h"
43
44#include "NpBounds.h" // PT: for SQ_PRUNER_EPSILON
45
46namespace physx
47{
48 class PxScene;
49 class PxSceneDesc;
50
51namespace Vd
52{
53 class PvdSceneClient;
54}
55
57#if PX_SUPPORT_PVD
58 , public Sq::PVDCapture
59#endif
60{
61 PX_NOCOPY(NpSceneQueries)
62 public:
63 // PT: TODO: use PxSceneQueryDesc here, but we need some SQ-specific "scene limits"
64 NpSceneQueries(const PxSceneDesc& desc, Vd::PvdSceneClient* pvd, PxU64 contextID);
66
67 PX_FORCE_INLINE PxSceneQuerySystem& getSQAPI() { PX_ASSERT(mSQ); return *mSQ; }
68 PX_FORCE_INLINE const PxSceneQuerySystem& getSQAPI() const { PX_ASSERT(mSQ); return *mSQ; }
69
70 protected:
71 // SqBoundsSync
72 virtual void sync(PxU32 prunerIndex, const ScPrunerHandle* handles, const PxU32* boundsIndices, const PxBounds3* bounds,
73 const PxTransform32* transforms, PxU32 count, const PxBitMap& ignoredIndices) PX_OVERRIDE;
74 //~SqBoundsSync
75
76 public:
78
79#if PX_SUPPORT_PVD
80 Vd::PvdSceneClient* mPVDClient;
81 //Scene query and hits for pvd, collected in current frame
82 mutable Vd::PvdSceneQueryCollector mSingleSqCollector;
83 PX_FORCE_INLINE Vd::PvdSceneQueryCollector& getSingleSqCollector() const { return mSingleSqCollector; }
84
85 // PVDCapture
86 virtual bool transmitSceneQueries();
87 virtual void raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal distance, const PxRaycastHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData, bool multipleHits);
88 virtual void sweep(const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, PxReal distance, const PxSweepHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData, bool multipleHits);
89 virtual void overlap(const PxGeometry& geometry, const PxTransform& pose, const PxOverlapHit* hit, PxU32 hitsNum, const PxQueryFilterData& filterData);
90 //~PVDCapture
91#endif // PX_SUPPORT_PVD
92};
93
94} // namespace physx, sq
95
96#endif
Definition NpSceneQueries.h:60
Definition PxBitMap.h:52
Class representing 3D range or axis aligned bounding box.
Definition PxBounds3.h:58
A geometry object.
Definition PxGeometry.h:79
Descriptor class for scenes. See #PxScene.
Definition PxSceneDesc.h:426
Scene-queries external sub-system for PxScene-based objects.
Definition PxSceneQuerySystem.h:421
class representing a rigid euclidean transform as a quaternion and a vector
Definition PxTransform.h:49
3 Element vector class.
Definition PxVec3.h:50
Definition SqQuery.h:55
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
#define PX_OVERRIDE
Definition PxPreprocessor.h:375
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition PxQueryReport.h:67
Scene query filtering data.
Definition PxQueryFiltering.h:138
Definition PxQueryReport.h:66
Definition PxQueryReport.h:68
Definition ScSqBoundsSync.h:57