// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "SceneVehicleSceneQuery.h" #include "vehicle/PxVehicleSDK.h" #include "PxFiltering.h" #include "PsFoundation.h" #include "PsUtilities.h" #define CHECK_MSG(exp, msg) (!!(exp) || (physx::shdfnd::getFoundation().error(physx::PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__, msg), 0) ) #define SIZEALIGN16(size) (((unsigned)(size)+15)&((unsigned)(~15))); void VehicleSetupDrivableShapeQueryFilterData(PxFilterData* qryFilterData) { CHECK_MSG(0 == qryFilterData->word3, "word3 is reserved for filter data for vehicle raycast queries"); qryFilterData->word3 = (PxU32)VEHICLE_DRIVABLE_SURFACE; } void VehicleSetupNonDrivableShapeQueryFilterData(PxFilterData* qryFilterData) { CHECK_MSG(0 == qryFilterData->word3, "word3 is reserved for filter data for vehicle raycast queries"); qryFilterData->word3 = (PxU32)VEHICLE_UNDRIVABLE_SURFACE; } void VehicleSetupVehicleShapeQueryFilterData(PxFilterData* qryFilterData) { CHECK_MSG(0 == qryFilterData->word3, "word3 is reserved for filter data for vehicle raycast queries"); qryFilterData->word3 = (PxU32)VEHICLE_UNDRIVABLE_SURFACE; } VehicleSceneQueryData* VehicleSceneQueryData::allocate(const PxU32 maxNumWheels) { VehicleSceneQueryData* sqData = (VehicleSceneQueryData*)PX_ALLOC(sizeof(VehicleSceneQueryData), "PxVehicleNWSceneQueryData"); sqData->init(); sqData->mSqResults = (PxRaycastQueryResult*)PX_ALLOC(sizeof(PxRaycastQueryResult)*maxNumWheels, "PxRaycastQueryResult"); sqData->mNbSqResults = maxNumWheels; sqData->mSqHitBuffer = (PxRaycastHit*)PX_ALLOC(sizeof(PxRaycastHit)*maxNumWheels, "PxRaycastHit"); sqData->mNumQueries = maxNumWheels; sqData->mSqSweepResults = (PxSweepQueryResult*)PX_ALLOC(sizeof(PxSweepQueryResult) * maxNumWheels, "PxSweepQueryResult"); sqData->mNbSqSweepResults = maxNumWheels; sqData->mSqSweepHitBuffer = (PxSweepHit*)PX_ALLOC(sizeof(PxSweepHit) * maxNumWheels, "PxSweepHit"); sqData->mNumSweepQueries = maxNumWheels; return sqData; } void VehicleSceneQueryData::free() { PX_FREE(this); } PxBatchQuery* VehicleSceneQueryData::setUpBatchedSceneQuery(PxScene* scene) { PxBatchQueryDesc sqDesc(mNbSqResults, 0, 0); sqDesc.queryMemory.userRaycastResultBuffer = mSqResults; sqDesc.queryMemory.userRaycastTouchBuffer = mSqHitBuffer; sqDesc.queryMemory.raycastTouchBufferSize = mNumQueries; sqDesc.preFilterShader = mPreFilterShader; return scene->createBatchQuery(sqDesc); } PxBatchQuery* VehicleSceneQueryData::setUpBatchedSceneQuerySweep(PxScene* scene) { PxBatchQueryDesc sqDesc(0, mNbSqResults, 0); sqDesc.queryMemory.userSweepResultBuffer = mSqSweepResults; sqDesc.queryMemory.userSweepTouchBuffer = mSqSweepHitBuffer; sqDesc.queryMemory.sweepTouchBufferSize = mNumQueries; sqDesc.preFilterShader = mPreFilterShader; return scene->createBatchQuery(sqDesc); }