// // 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) 2008-2021 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 SNIPPET_VEHICLE_SCENEQUERY_H #define SNIPPET_VEHICLE_SCENEQUERY_H #include "PxPhysicsAPI.h" namespace snippetvehicle { using namespace physx; enum { DRIVABLE_SURFACE = 0xffff0000, UNDRIVABLE_SURFACE = 0x0000ffff }; void setupDrivableSurface(PxFilterData& filterData); void setupNonDrivableSurface(PxFilterData& filterData); PxQueryHitType::Enum WheelSceneQueryPreFilterBlocking (PxFilterData filterData0, PxFilterData filterData1, const void* constantBlock, PxU32 constantBlockSize, PxHitFlags& queryFlags); PxQueryHitType::Enum WheelSceneQueryPostFilterBlocking (PxFilterData queryFilterData, PxFilterData objectFilterData, const void* constantBlock, PxU32 constantBlockSize, const PxQueryHit& hit); PxQueryHitType::Enum WheelSceneQueryPreFilterNonBlocking (PxFilterData filterData0, PxFilterData filterData1, const void* constantBlock, PxU32 constantBlockSize, PxHitFlags& queryFlags); PxQueryHitType::Enum WheelSceneQueryPostFilterNonBlocking (PxFilterData queryFilterData, PxFilterData objectFilterData, const void* constantBlock, PxU32 constantBlockSize, const PxQueryHit& hit); //Data structure for quick setup of scene queries for suspension queries. class VehicleSceneQueryData { public: VehicleSceneQueryData(); ~VehicleSceneQueryData(); //Allocate scene query data for up to maxNumVehicles and up to maxNumWheelsPerVehicle with numVehiclesInBatch per batch query. static VehicleSceneQueryData* allocate (const PxU32 maxNumVehicles, const PxU32 maxNumWheelsPerVehicle, const PxU32 maxNumHitPointsPerWheel, const PxU32 numVehiclesInBatch, PxBatchQueryPreFilterShader preFilterShader, PxBatchQueryPostFilterShader postFilterShader, PxAllocatorCallback& allocator); //Free allocated buffers. void free(PxAllocatorCallback& allocator); //Create a PxBatchQuery instance that will be used for a single specified batch. static PxBatchQuery* setUpBatchedSceneQuery(const PxU32 batchId, const VehicleSceneQueryData& vehicleSceneQueryData, PxScene* scene); //Return an array of scene query results for a single specified batch. PxRaycastQueryResult* getRaycastQueryResultBuffer(const PxU32 batchId); //Return an array of scene query results for a single specified batch. PxSweepQueryResult* getSweepQueryResultBuffer(const PxU32 batchId); //Get the number of scene query results that have been allocated for a single batch. PxU32 getQueryResultBufferSize() const; private: //Number of queries per batch PxU32 mNumQueriesPerBatch; //Number of hit results per query PxU32 mNumHitResultsPerQuery; //One result for each wheel. PxRaycastQueryResult* mRaycastResults; PxSweepQueryResult* mSweepResults; //One hit for each wheel. PxRaycastHit* mRaycastHitBuffer; PxSweepHit* mSweepHitBuffer; //Filter shader used to filter drivable and non-drivable surfaces PxBatchQueryPreFilterShader mPreFilterShader; //Filter shader used to reject hit shapes that initially overlap sweeps. PxBatchQueryPostFilterShader mPostFilterShader; }; } // namespace snippetvehicle #endif //SNIPPET_VEHICLE_SCENEQUERY_H