include/extensions/PxCustomSceneQuerySystem.h

File members: include/extensions/PxCustomSceneQuerySystem.h

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#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