00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 00031 #ifndef PX_PHYSICS_BVH_STRUCTURE 00032 #define PX_PHYSICS_BVH_STRUCTURE 00033 00037 #include "common/PxBase.h" 00038 #include "foundation/PxTransform.h" 00039 #include "foundation/PxBounds3.h" 00040 00041 #if !PX_DOXYGEN 00042 namespace physx 00043 { 00044 #endif 00045 00057 class PxBVHStructure: public PxBase 00058 { 00059 public: 00060 00071 virtual PxU32 raycast(const PxVec3& origin, 00072 const PxVec3& unitDir, 00073 PxReal maxDist, 00074 PxU32 maxHits, 00075 PxU32* PX_RESTRICT rayHits) const = 0; 00076 00087 virtual PxU32 sweep(const PxBounds3& aabb, 00088 const PxVec3& unitDir, 00089 PxReal maxDist, 00090 PxU32 maxHits, 00091 PxU32* PX_RESTRICT sweepHits) const = 0; 00092 00101 virtual PxU32 overlap(const PxBounds3& aabb, 00102 PxU32 maxHits, 00103 PxU32* PX_RESTRICT overlapHits) const = 0; 00104 00110 virtual const PxBounds3* getBounds() const = 0; 00111 00120 virtual PxU32 getNbBounds() const = 0; 00121 00122 virtual const char* getConcreteTypeName() const { return "PxBVHStructure"; } 00123 protected: 00124 PX_INLINE PxBVHStructure(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {} 00125 PX_INLINE PxBVHStructure(PxBaseFlags baseFlags) : PxBase(baseFlags) {} 00126 virtual ~PxBVHStructure() {} 00127 00128 virtual bool isKindOf(const char* name) const { return !::strcmp("PxBVHStructure", name) || PxBase::isKindOf(name); } 00129 00130 }; 00131 00132 00133 #if !PX_DOXYGEN 00134 } // namespace physx 00135 #endif 00136 00138 #endif