include/extensions/PxCustomSceneQuerySystem.h
File members: include/extensions/PxCustomSceneQuerySystem.h
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// Copyright (c) 2008-2023 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 PX_NEW_SCENE_QUERY_SYSTEM_H
#define PX_NEW_SCENE_QUERY_SYSTEM_H
#include "PxSceneQuerySystem.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
class PxCustomSceneQuerySystem : public PxSceneQuerySystem
{
public:
PxCustomSceneQuerySystem() {}
virtual ~PxCustomSceneQuerySystem() {}
virtual PxU32 addPruner(PxPruningStructureType::Enum primaryType, PxDynamicTreeSecondaryPruner::Enum secondaryType, PxU32 preallocated=0) = 0;
virtual PxU32 startCustomBuildstep() = 0;
virtual void customBuildstep(PxU32 index) = 0;
virtual void finishCustomBuildstep() = 0;
};
class PxCustomSceneQuerySystemAdapter
{
public:
PxCustomSceneQuerySystemAdapter() {}
virtual ~PxCustomSceneQuerySystemAdapter() {}
virtual PxU32 getPrunerIndex(const PxRigidActor& actor, const PxShape& shape) const = 0;
virtual bool processPruner(PxU32 prunerIndex, const PxQueryThreadContext* context, const PxQueryFilterData& filterData, PxQueryFilterCallback* filterCall) const = 0;
};
PxCustomSceneQuerySystem* PxCreateCustomSceneQuerySystem(PxSceneQueryUpdateMode::Enum sceneQueryUpdateMode, PxU64 contextID, const PxCustomSceneQuerySystemAdapter& adapter, bool usesTreeOfPruners=false);
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif