1 | /* |
2 | * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. |
3 | * |
4 | * NVIDIA CORPORATION and its licensors retain all intellectual property |
5 | * and proprietary rights in and to this software, related documentation |
6 | * and any modifications thereto. Any use, reproduction, disclosure or |
7 | * distribution of this software and related documentation without an express |
8 | * license agreement from NVIDIA CORPORATION is strictly prohibited. |
9 | */ |
10 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
11 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
12 | |
13 | |
14 | #ifndef PX_PHYSICS_NX_SCENEQUERYDESC |
15 | #define PX_PHYSICS_NX_SCENEQUERYDESC |
16 | /** \addtogroup physics |
17 | @{ */ |
18 | |
19 | #include "PxPhysXConfig.h" |
20 | #include "PxClient.h" |
21 | #include "PxFiltering.h" |
22 | #include "PxQueryFiltering.h" |
23 | #include "PxQueryReport.h" |
24 | |
25 | #ifndef PX_DOXYGEN |
26 | namespace physx |
27 | { |
28 | #endif |
29 | |
30 | struct PxSweepHit; |
31 | struct PxRaycastHit; |
32 | |
33 | struct PxBatchQueryStatus |
34 | { |
35 | enum Enum |
36 | { |
37 | /** |
38 | \brief This is the initial state before a query starts. |
39 | */ |
40 | ePENDING = 0, |
41 | |
42 | /** |
43 | \brief The query is finished; results have been written into the result and hit buffers. |
44 | */ |
45 | eSUCCESS, |
46 | |
47 | /** |
48 | \brief The query results were incomplete due to touch hit buffer overflow. Blocking hit is still correct. |
49 | */ |
50 | eOVERFLOW |
51 | }; |
52 | }; |
53 | |
54 | /** |
55 | \brief Generic struct for receiving results of single query in a batch. Gets templated on hit type PxRaycastHit, PxSweepHit or PxOverlapHit. |
56 | */ |
57 | template<typename HitType> |
58 | struct PxBatchQueryResult |
59 | { |
60 | HitType block; //!< Holds the closest blocking hit for a single query in a batch. Only valid if hasBlock is true. |
61 | HitType* touches; //!< This pointer will either be set to NULL for 0 nbTouches or will point |
62 | //!< into the user provided batch query results buffer specified in PxBatchQueryDesc. |
63 | PxU32 nbTouches; //!< Number of touching hits returned by this query, works in tandem with touches pointer. |
64 | void* userData; //!< Copy of the userData pointer specified in the corresponding query. |
65 | PxU8 queryStatus; //!< Takes on values from PxBatchQueryStatus::Enum. |
66 | bool hasBlock; //!< True if there was a blocking hit. |
67 | PxU16 pad; //!< pads the struct to 16 bytes. |
68 | |
69 | /** \brief Computes the number of any hits in this result, blocking or touching. */ |
70 | PX_INLINE PxU32 getNbAnyHits() const { return nbTouches + (hasBlock ? 1 : 0); } |
71 | |
72 | /** \brief Convenience iterator used to access any hits in this result, blocking or touching. */ |
73 | PX_INLINE const HitType& getAnyHit(const PxU32 index) const { PX_ASSERT(index < nbTouches + (hasBlock ? 1 : 0)); |
74 | return index < nbTouches ? touches[index] : block; } |
75 | }; |
76 | |
77 | /** \brief Convenience typedef for the result of a batched raycast query. */ |
78 | typedef PxBatchQueryResult<PxRaycastHit> PxRaycastQueryResult; |
79 | |
80 | /** \brief Convenience typedef for the result of a batched sweep query. */ |
81 | typedef PxBatchQueryResult<PxSweepHit> PxSweepQueryResult; |
82 | |
83 | /** \brief Convenience typedef for the result of a batched overlap query. */ |
84 | typedef PxBatchQueryResult<PxOverlapHit> PxOverlapQueryResult; |
85 | |
86 | /** |
87 | \brief Struct for #PxBatchQuery memory pointers. |
88 | |
89 | @see PxBatchQuery PxBatchQueryDesc |
90 | */ |
91 | struct PxBatchQueryMemory |
92 | { |
93 | /** |
94 | \brief The pointer to the user-allocated buffer for results of raycast queries in corresponding order of issue |
95 | |
96 | \note The size should be large enough to fit the number of expected raycast queries. |
97 | \note For ps3, this must be 16 bytes aligned and not on stack |
98 | |
99 | @see PxRaycastQueryResult |
100 | */ |
101 | PxRaycastQueryResult* userRaycastResultBuffer; |
102 | |
103 | /** |
104 | \brief The pointer to the user-allocated buffer for raycast touch hits. |
105 | \note The size of this buffer should be large enough to store PxRaycastHit. |
106 | If the buffer is too small to store hits, the related PxRaycastQueryResult.queryStatus will be set to eOVERFLOW |
107 | \note For ps3, this buffer must be 16 bytes aligned and not on stack |
108 | |
109 | */ |
110 | PxRaycastHit* userRaycastTouchBuffer; |
111 | |
112 | /** |
113 | \brief The pointer to the user-allocated buffer for results of sweep queries in corresponding order of issue |
114 | |
115 | \note The size should be large enough to fit the number of expected sweep queries. |
116 | \note For ps3, this must be 16 bytes aligned and not on stack |
117 | |
118 | @see PxRaycastQueryResult |
119 | */ |
120 | PxSweepQueryResult* userSweepResultBuffer; |
121 | |
122 | /** |
123 | \brief The pointer to the user-allocated buffer for sweep hits. |
124 | \note The size of this buffer should be large enough to store PxSweepHit. |
125 | If the buffer is too small to store hits, the related PxSweepQueryResult.queryStatus will be set to eOVERFLOW |
126 | \note For ps3, this buffer must be 16 bytes aligned and not on stack |
127 | |
128 | */ |
129 | PxSweepHit* userSweepTouchBuffer; |
130 | |
131 | /** |
132 | \brief The pointer to the user-allocated buffer for results of overlap queries in corresponding order of issue |
133 | |
134 | \note The size should be large enough to fit the number of expected overlap queries. |
135 | \note For ps3, this must be 16 bytes aligned and not on stack |
136 | |
137 | @see PxRaycastQueryResult |
138 | */ |
139 | PxOverlapQueryResult* userOverlapResultBuffer; |
140 | |
141 | /** |
142 | \brief The pointer to the user-allocated buffer for overlap hits. |
143 | \note The size of this buffer should be large enough to store the hits returned. |
144 | If the buffer is too small to store hits, the related PxOverlapQueryResult.queryStatus will be set to eABORTED |
145 | \note For ps3, this buffer must be 16 bytes aligned and not on stack |
146 | |
147 | */ |
148 | PxOverlapHit* userOverlapTouchBuffer; |
149 | |
150 | /** \brief Capacity of the user-allocated userRaycastTouchBuffer in elements */ |
151 | PxU32 raycastTouchBufferSize; |
152 | |
153 | /** \brief Capacity of the user-allocated userSweepTouchBuffer in elements */ |
154 | PxU32 sweepTouchBufferSize; |
155 | |
156 | /** \brief Capacity of the user-allocated userOverlapTouchBuffer in elements */ |
157 | PxU32 overlapTouchBufferSize; |
158 | |
159 | /** \return Capacity of the user-allocated userRaycastResultBuffer in elements (max number of raycast() calls before execute() call) */ |
160 | PX_FORCE_INLINE PxU32 getMaxRaycastsPerExecute() const { return raycastResultBufferSize; } |
161 | |
162 | /** \return Capacity of the user-allocated userSweepResultBuffer in elements (max number of sweep() calls before execute() call) */ |
163 | PX_FORCE_INLINE PxU32 getMaxSweepsPerExecute() const { return sweepResultBufferSize; } |
164 | |
165 | /** \return Capacity of the user-allocated userOverlapResultBuffer in elements (max number of overlap() calls before execute() call) */ |
166 | PX_FORCE_INLINE PxU32 getMaxOverlapsPerExecute() const { return overlapResultBufferSize; } |
167 | |
168 | PxBatchQueryMemory(PxU32 raycastResultBufferSize_, PxU32 sweepResultBufferSize_, PxU32 overlapResultBufferSize_) : |
169 | userRaycastResultBuffer (NULL), |
170 | userRaycastTouchBuffer (NULL), |
171 | userSweepResultBuffer (NULL), |
172 | userSweepTouchBuffer (NULL), |
173 | userOverlapResultBuffer (NULL), |
174 | userOverlapTouchBuffer (NULL), |
175 | raycastTouchBufferSize (0), |
176 | sweepTouchBufferSize (0), |
177 | overlapTouchBufferSize (0), |
178 | raycastResultBufferSize (raycastResultBufferSize_), |
179 | sweepResultBufferSize (sweepResultBufferSize_), |
180 | overlapResultBufferSize (overlapResultBufferSize_) |
181 | { |
182 | } |
183 | |
184 | protected: |
185 | PxU32 raycastResultBufferSize; |
186 | PxU32 sweepResultBufferSize; |
187 | PxU32 overlapResultBufferSize; |
188 | }; |
189 | |
190 | /** |
191 | \brief Maximum allowed size for combined SPU shader code and data size. |
192 | */ |
193 | #define PX_QUERY_SPU_SHADER_LIMIT 2048 |
194 | |
195 | /** |
196 | \brief Descriptor class for #PxBatchQuery. |
197 | |
198 | @see PxBatchQuery PxSceneQueryExecuteMode |
199 | */ |
200 | class PxBatchQueryDesc |
201 | { |
202 | public: |
203 | |
204 | /** |
205 | \brief Shared global filter data which will get passed into the filter shader. |
206 | |
207 | \note The provided data will get copied to internal buffers and this copy will be used for filtering calls. |
208 | |
209 | <b>Default:</b> NULL |
210 | |
211 | @see PxSimulationFilterShader |
212 | */ |
213 | void* filterShaderData; |
214 | |
215 | /** |
216 | \brief Size (in bytes) of the shared global filter data #filterShaderData. |
217 | |
218 | <b>Default:</b> 0 |
219 | |
220 | @see PxSimulationFilterShader filterShaderData |
221 | */ |
222 | PxU32 filterShaderDataSize; |
223 | |
224 | /** |
225 | \brief The custom preFilter shader to use for filtering. |
226 | |
227 | @see PxBatchQueryPreFilterShader PxDefaultPreFilterShader |
228 | */ |
229 | PxBatchQueryPreFilterShader preFilterShader; |
230 | |
231 | /** |
232 | \brief The custom postFilter shader to use for filtering. |
233 | |
234 | @see PxBatchQueryPostFilterShader PxDefaultPostFilterShader |
235 | */ |
236 | PxBatchQueryPostFilterShader postFilterShader; |
237 | |
238 | /** |
239 | \brief The custom spu pre filter shader to use for collision filtering. |
240 | |
241 | \note This parameter is a fragment of SPU binary codes with the similar function of #PxBatchQueryPreFilterShader. |
242 | The requirement of the spu function is the same as PxBatchQueryPreFilterShader::filter. To compile the shader for |
243 | spu, you can reference the implementation, makefile and awk scripts in SampleVehicle. If you don't want to define |
244 | your own filter shader you can just leave this variable as NULL. |
245 | |
246 | <b>Platform specific:</b> Applies to PS3 only. |
247 | |
248 | */ |
249 | void* spuPreFilterShader; |
250 | |
251 | /** |
252 | \brief Size (in bytes) of the spu pre filter shader codes #spuPreFilterShader |
253 | |
254 | <b>Default:</b> 0 |
255 | |
256 | <b>Platform specific:</b> Applies to PS3 only. |
257 | |
258 | \note spuPreFilterShaderSize+spuPostFilterShaderSize+filterShaderDataSize should <= PX_QUERY_SPU_SHADER_LIMIT |
259 | |
260 | @see spuPreFilterShader |
261 | */ |
262 | PxU32 spuPreFilterShaderSize; |
263 | |
264 | /** |
265 | \brief The custom spu post filter shader to use for collision filtering. |
266 | |
267 | \note This parameter is a fragment of SPU binary codes with the similar function of #PxBatchQueryPostFilterShader. |
268 | The requirement of the spu function is the same as PxBatchQueryPreFilterShader::filter. To compile the shader for |
269 | spu, you can reference the implementation, PreBuild configuration in the project file of SampleVehicle.If you don't want to define |
270 | your own filter shader you can just leave this variable as NULL. |
271 | library. |
272 | |
273 | <b>Platform specific:</b> Applies to PS3 only. |
274 | |
275 | */ |
276 | void* spuPostFilterShader; |
277 | |
278 | /** |
279 | \brief Size (in bytes) of the spu post filter shader codes #spuPostFilterShader |
280 | |
281 | <b>Default:</b> 0 |
282 | |
283 | <b>Platform specific:</b> Applies to PS3 only. |
284 | |
285 | \note spuPreFilterShaderSize+spuPostFilterShaderSize+filterShaderDataSize should <= PX_QUERY_SPU_SHADER_LIMIT |
286 | |
287 | @see spuPostFilterShader |
288 | */ |
289 | PxU32 spuPostFilterShaderSize; |
290 | |
291 | /** |
292 | \brief client that creates and owns this scene query. |
293 | |
294 | This value will be used as an override when PX_DEFAULT_CLIENT value is passed to the query in PxQueryFilterData.clientId. |
295 | |
296 | @see PxScene::createClient() |
297 | */ |
298 | PxClientID ownerClient; |
299 | |
300 | /** |
301 | \brief User memory buffers for the query. |
302 | |
303 | @see PxBatchQueryMemory |
304 | */ |
305 | PxBatchQueryMemory queryMemory; |
306 | |
307 | /** |
308 | \brief PS3 only. Enables or disables SPU execution for this batch. |
309 | |
310 | Defaults to true on PS3, ignored on other platforms. |
311 | */ |
312 | bool runOnSpu; |
313 | |
314 | /** |
315 | \brief Construct a batch query with specified maximum number of queries per batch. |
316 | |
317 | If the number of raycasts/sweeps/overlaps per execute exceeds the limit, the query will be discarded with a warning. |
318 | |
319 | \param maxRaycastsPerExecute Maximum number of raycast() calls allowed before execute() call. |
320 | This has to match the amount of memory allocated for PxBatchQueryMemory::userRaycastResultBuffer. |
321 | \param maxSweepsPerExecute Maximum number of sweep() calls allowed before execute() call. |
322 | This has to match the amount of memory allocated for PxBatchQueryMemory::userSweepResultBuffer. |
323 | \param maxOverlapsPerExecute Maximum number of overlap() calls allowed before execute() call. |
324 | This has to match the amount of memory allocated for PxBatchQueryMemory::userOverlapResultBuffer. |
325 | */ |
326 | PX_INLINE PxBatchQueryDesc(PxU32 maxRaycastsPerExecute, PxU32 maxSweepsPerExecute, PxU32 maxOverlapsPerExecute); |
327 | PX_INLINE bool isValid() const; |
328 | }; |
329 | |
330 | |
331 | PX_INLINE PxBatchQueryDesc::PxBatchQueryDesc(PxU32 maxRaycastsPerExecute, PxU32 maxSweepsPerExecute, PxU32 maxOverlapsPerExecute) : |
332 | filterShaderData (NULL), |
333 | filterShaderDataSize (0), |
334 | preFilterShader (NULL), |
335 | postFilterShader (NULL), |
336 | spuPreFilterShader (NULL), |
337 | spuPreFilterShaderSize (0), |
338 | spuPostFilterShader (NULL), |
339 | spuPostFilterShaderSize (0), |
340 | ownerClient (PX_DEFAULT_CLIENT), |
341 | queryMemory (maxRaycastsPerExecute, maxSweepsPerExecute, maxOverlapsPerExecute), |
342 | runOnSpu (true) |
343 | { |
344 | } |
345 | |
346 | |
347 | PX_INLINE bool PxBatchQueryDesc::isValid() const |
348 | { |
349 | if ( ((filterShaderDataSize == 0) && (filterShaderData != NULL)) || |
350 | ((filterShaderDataSize > 0) && (filterShaderData == NULL)) ) |
351 | return false; |
352 | |
353 | #if defined(PX_PS3) |
354 | |
355 | if ( ((spuPreFilterShaderSize == 0) && (spuPreFilterShader != NULL)) || |
356 | ((spuPreFilterShaderSize > 0) && (spuPreFilterShader == NULL)) || |
357 | ((spuPostFilterShaderSize == 0) && (spuPostFilterShader != NULL)) || |
358 | ((spuPostFilterShaderSize > 0) && (spuPostFilterShader == NULL)) ) |
359 | return false; |
360 | |
361 | if ( ((spuPreFilterShader != NULL) && (preFilterShader == NULL)) || |
362 | ((spuPostFilterShader != NULL) && (postFilterShader == NULL))) |
363 | return false; |
364 | |
365 | if ( ((spuPostFilterShaderSize + spuPreFilterShaderSize) > 0) && |
366 | ((filterShaderDataSize + spuPostFilterShaderSize + spuPreFilterShaderSize) > PX_QUERY_SPU_SHADER_LIMIT) ) |
367 | return false; |
368 | |
369 | #endif |
370 | |
371 | return true; |
372 | } |
373 | |
374 | #ifndef PX_DOXYGEN |
375 | } // namespace physx |
376 | #endif |
377 | |
378 | /** @} */ |
379 | #endif |
380 | |