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-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAsset.cpp28
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAsset.h96
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetBoxes.cpp84
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetBoxes.h56
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetModel.cpp64
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetModel.h55
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp51
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.h47
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetModelSkinned.cpp42
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetModelSkinned.h46
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastController.cpp477
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastController.h239
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastFamily.cpp570
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastFamily.h201
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastFamilyBoxes.cpp92
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastFamilyBoxes.h37
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp335
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.h52
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastFamilyModelSkinned.cpp167
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastFamilyModelSkinned.h63
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastModel.cpp160
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastModel.h55
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastReplay.cpp160
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastReplay.h75
24 files changed, 3252 insertions, 0 deletions
diff --git a/NvBlast/samples/SampleBase/blast/BlastAsset.cpp b/NvBlast/samples/SampleBase/blast/BlastAsset.cpp
new file mode 100644
index 0000000..b3b5d84
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAsset.cpp
@@ -0,0 +1,28 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastAsset.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastTkAsset.h"
+
+
+BlastAsset::BlastAsset(Renderer& renderer)
+ : m_renderer(renderer)
+{
+}
+
+void BlastAsset::validate()
+{
+}
+
+size_t BlastAsset::getBlastAssetSize() const
+{
+ return m_pxAsset->getTkAsset().getDataSize();
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastAsset.h b/NvBlast/samples/SampleBase/blast/BlastAsset.h
new file mode 100644
index 0000000..4740791
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAsset.h
@@ -0,0 +1,96 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_ASSET_H
+#define BLAST_ASSET_H
+
+#include <memory>
+#include "PxTransform.h"
+#include "NvBlastTypes.h"
+
+
+using namespace physx;
+
+class Renderer;
+class BlastFamily;
+class PhysXController;
+
+namespace Nv
+{
+namespace Blast
+{
+class ExtPxFamily;
+class ExtPxAsset;
+class ExtPxManager;
+class TkGroup;
+}
+}
+
+using namespace Nv::Blast;
+
+typedef std::shared_ptr<BlastFamily> BlastFamilyPtr;
+
+
+class BlastAsset
+{
+public:
+ //////// ctor ////////
+
+ BlastAsset(Renderer& renderer);
+ virtual ~BlastAsset() {}
+
+
+ //////// desc ////////
+
+ /**
+ Descriptor with actor initial settings.
+ */
+ struct ActorDesc
+ {
+ NvBlastID id;
+ PxTransform transform;
+ TkGroup* group;
+ };
+
+
+ //////// abstract ////////
+
+ virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) = 0;
+
+
+ //////// data getters ////////
+
+ const ExtPxAsset* getPxAsset() const
+ {
+ return m_pxAsset;
+ }
+
+ size_t getBlastAssetSize() const;
+
+
+protected:
+ //////// internal operations ////////
+
+ void validate();
+
+
+ //////// input data ////////
+
+ Renderer& m_renderer;
+
+
+ //////// internal data ////////
+
+ ExtPxAsset* m_pxAsset;
+};
+
+
+
+#endif //BLAST_ASSET_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetBoxes.cpp b/NvBlast/samples/SampleBase/blast/BlastAssetBoxes.cpp
new file mode 100644
index 0000000..dfa0138
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAssetBoxes.cpp
@@ -0,0 +1,84 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastAssetBoxes.h"
+#include "BlastFamilyBoxes.h"
+#include "NvBlastExtPxAsset.h"
+#include "PxPhysics.h"
+#include "cooking/PxCooking.h"
+
+
+BlastAssetBoxes::BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc)
+ : BlastAsset(renderer)
+{
+ // generate boxes slices procedurally
+ CubeAssetGenerator::generate(m_generatorAsset, desc.generatorSettings);
+
+ // asset desc / tk asset
+ ExtPxAssetDesc assetDesc;
+ assetDesc.chunkDescs = &m_generatorAsset.solverChunks[0];
+ assetDesc.chunkCount = (uint32_t)m_generatorAsset.solverChunks.size();
+ assetDesc.bondDescs = m_generatorAsset.solverBonds.size() > 0 ? &m_generatorAsset.solverBonds[0] : nullptr;
+ assetDesc.bondCount = (uint32_t)m_generatorAsset.solverBonds.size();
+ std::vector<uint8_t> bondFlags(assetDesc.bondCount);
+ std::fill(bondFlags.begin(), bondFlags.end(), desc.jointAllBonds ? 1 : 0);
+ assetDesc.bondFlags = bondFlags.data();
+
+ // box convex
+ PxVec3 vertices[8] = { { -1, -1, -1 }, { -1, -1, 1 }, { -1, 1, -1 }, { -1, 1, 1 }, { 1, -1, -1 }, { 1, -1, 1 }, { 1, 1, -1 }, { 1, 1, 1 } };
+ PxConvexMeshDesc convexMeshDesc;
+ convexMeshDesc.points.count = 8;
+ convexMeshDesc.points.data = vertices;
+ convexMeshDesc.points.stride = sizeof(PxVec3);
+ convexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
+ m_boxMesh = cooking.createConvexMesh(convexMeshDesc, physics.getPhysicsInsertionCallback());
+
+ // prepare chunks
+ const uint32_t chunkCount = (uint32_t)m_generatorAsset.solverChunks.size();
+ std::vector<ExtPxAssetDesc::ChunkDesc> pxChunks(chunkCount);
+ std::vector<ExtPxAssetDesc::SubchunkDesc> pxSubchunks;
+ pxSubchunks.reserve(chunkCount);
+ for (uint32_t i = 0; i < m_generatorAsset.solverChunks.size(); i++)
+ {
+ uint32_t chunkID = m_generatorAsset.solverChunks[i].userData;
+ GeneratorAsset::BlastChunkCube& cube = m_generatorAsset.chunks[chunkID];
+ PxVec3 position = *reinterpret_cast<PxVec3*>(&cube.position);
+ PxVec3 extents = *reinterpret_cast<PxVec3*>(&cube.extents);
+ ExtPxAssetDesc::ChunkDesc& chunk = pxChunks[chunkID];
+ ExtPxAssetDesc::SubchunkDesc subchunk =
+ {
+ PxTransform(position),
+ PxConvexMeshGeometry(m_boxMesh, PxMeshScale(extents / 2))
+ };
+ pxSubchunks.push_back(subchunk);
+ chunk.subchunks = &pxSubchunks.back();
+ chunk.subchunkCount = 1;
+ chunk.isStatic = (position.y - (extents.y - desc.generatorSettings.extents.y) / 2) <= desc.staticHeight;
+ }
+
+ // create asset
+ assetDesc.pxChunks = pxChunks.data();
+ m_pxAsset = ExtPxAsset::create(assetDesc, framework);
+
+ validate();
+}
+
+
+BlastAssetBoxes::~BlastAssetBoxes()
+{
+ m_boxMesh->release();
+ m_pxAsset->release();
+}
+
+
+BlastFamilyPtr BlastAssetBoxes::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
+{
+ return BlastFamilyPtr(new BlastFamilyBoxes(physXConroller, pxManager, m_renderer, *this, desc));
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetBoxes.h b/NvBlast/samples/SampleBase/blast/BlastAssetBoxes.h
new file mode 100644
index 0000000..518e93d
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAssetBoxes.h
@@ -0,0 +1,56 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_ASSET_BOXES_H
+#define BLAST_ASSET_BOXES_H
+
+#include "BlastAsset.h"
+#include "AssetGenerator.h"
+#include "PxConvexMesh.h"
+
+
+namespace physx
+{
+class PxPhysics;
+class PxCooking;
+}
+
+namespace Nv
+{
+namespace Blast
+{
+class TkFramework;
+}
+}
+
+
+class BlastAssetBoxes : public BlastAsset
+{
+public:
+ struct Desc
+ {
+ CubeAssetGenerator::Settings generatorSettings;
+ float staticHeight;
+ bool jointAllBonds;
+ };
+
+ BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc);
+ virtual ~BlastAssetBoxes();
+
+ BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc);
+
+private:
+ PxConvexMesh* m_boxMesh;
+ GeneratorAsset m_generatorAsset;
+};
+
+
+
+#endif //BLAST_ASSET_BOXES_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModel.cpp b/NvBlast/samples/SampleBase/blast/BlastAssetModel.cpp
new file mode 100644
index 0000000..c42215e
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAssetModel.cpp
@@ -0,0 +1,64 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastAssetModel.h"
+#include "Renderer.h"
+#include "BlastController.h"
+#include "Utils.h"
+#include "ResourceManager.h"
+#include "PsFileBuffer.h"
+#include "NvBlastExtPxAsset.h"
+#include <sstream>
+
+
+BlastAssetModel::BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName)
+ : BlastAsset(renderer)
+{
+ ResourceManager& resourceManager = m_renderer.getResourceManager();
+
+ // Physics Asset
+ std::ostringstream blastFileName;
+ blastFileName << modelName << ".bpxa";
+ std::string path;
+ if (resourceManager.findFile(blastFileName.str(), path))
+ {
+ PsFileBuffer fileBuf(path.c_str(), PxFileBuf::OPEN_READ_ONLY);
+ m_pxAsset = ExtPxAsset::deserialize(fileBuf, framework, physics);
+ ASSERT_PRINT(m_pxAsset != nullptr, "can't load bpxa file");
+ }
+ else
+ {
+ ASSERT_PRINT(false, "wrong blastFilename");
+ }
+
+ // load obj file
+ std::ostringstream objFileName;
+ objFileName << modelName << ".obj";
+ if (resourceManager.findFile(objFileName.str(), path))
+ {
+ m_model = BlastModel::loadFromFileTinyLoader(path.c_str());
+ if (!m_model)
+ {
+ ASSERT_PRINT(false, "obj load failed");
+ }
+ }
+ else
+ {
+ ASSERT_PRINT(false, "wrong objFileName");
+ }
+
+ validate();
+}
+
+
+BlastAssetModel::~BlastAssetModel()
+{
+ m_pxAsset->release();
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModel.h b/NvBlast/samples/SampleBase/blast/BlastAssetModel.h
new file mode 100644
index 0000000..03045d4
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAssetModel.h
@@ -0,0 +1,55 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_ASSET_MODEL_H
+#define BLAST_ASSET_MODEL_H
+
+#include "BlastAsset.h"
+#include "BlastModel.h"
+
+
+namespace physx
+{
+class PxPhysics;
+class PxCooking;
+}
+
+namespace Nv
+{
+namespace Blast
+{
+class TkFramework;
+}
+}
+
+
+class BlastAssetModel : public BlastAsset
+{
+public:
+ //////// ctor ////////
+
+ BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName);
+ virtual ~BlastAssetModel();
+
+
+ //////// data getters ////////
+
+ const BlastModel& getModel() const
+ {
+ return *m_model.get();
+ }
+
+private:
+ //////// private internal data ////////
+
+ BlastModelPtr m_model;
+};
+
+#endif //BLAST_ASSET_MODEL_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp b/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp
new file mode 100644
index 0000000..fa423e2
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp
@@ -0,0 +1,51 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+
+#include "BlastAssetModelSimple.h"
+#include "BlastFamilyModelSimple.h"
+#include "CustomRenderMesh.h"
+#include "Renderer.h"
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// BlastAssetModelSimple
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName)
+ : BlastAssetModel(framework, physics, cooking, renderer, modelName)
+{
+ // prepare materials
+ for (const BlastModel::Material& material : getModel().materials)
+ {
+ if (material.diffuseTexture.empty())
+ m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple"));
+ else
+ m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple_textured", material.diffuseTexture.c_str()));
+ }
+
+ validate();
+}
+
+
+BlastAssetModelSimple::~BlastAssetModelSimple()
+{
+ // release materials
+ for (RenderMaterial* r : m_renderMaterials)
+ {
+ SAFE_DELETE(r);
+ }
+}
+
+
+BlastFamilyPtr BlastAssetModelSimple::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
+{
+ return BlastFamilyPtr(new BlastFamilyModelSimple(physXConroller, pxManager, m_renderer, *this, desc));
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.h b/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.h
new file mode 100644
index 0000000..7e61616
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.h
@@ -0,0 +1,47 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_ASSET_MODEL_SIMPLE_H
+#define BLAST_ASSET_MODEL_SIMPLE_H
+
+#include "BlastAssetModel.h"
+
+
+class RenderMaterial;
+
+class BlastAssetModelSimple : public BlastAssetModel
+{
+public:
+ //////// ctor ////////
+
+ BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName);
+ virtual ~BlastAssetModelSimple();
+
+
+ //////// interface implementation ////////
+
+ virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc);
+
+
+ //////// data getters ////////
+
+ const std::vector<RenderMaterial*>& getRenderMaterials() const
+ {
+ return m_renderMaterials;
+ }
+
+
+private:
+ //////// private internal data ////////
+
+ std::vector<RenderMaterial*> m_renderMaterials;
+};
+
+#endif //BLAST_ASSET_MODEL_SIMPLE_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModelSkinned.cpp b/NvBlast/samples/SampleBase/blast/BlastAssetModelSkinned.cpp
new file mode 100644
index 0000000..6b96580
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAssetModelSkinned.cpp
@@ -0,0 +1,42 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastAssetModelSkinned.h"
+#include "BlastFamilyModelSkinned.h"
+#include "RenderMaterial.h"
+#include "Renderer.h"
+
+
+BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName)
+ : BlastAssetModel(framework, physics, cooking, renderer, modelName)
+{
+ for (const BlastModel::Material& material : getModel().materials)
+ {
+ if (material.diffuseTexture.empty())
+ m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned"));
+ else
+ m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str()));
+ }
+
+ validate();
+}
+
+BlastAssetModelSkinned::~BlastAssetModelSkinned()
+{
+ for (RenderMaterial* r : m_renderMaterials)
+ {
+ SAFE_DELETE(r);
+ }
+}
+
+BlastFamilyPtr BlastAssetModelSkinned::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
+{
+ return BlastFamilyPtr(new BlastFamilyModelSkinned(physXConroller, pxManager, m_renderer, *this, desc));
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModelSkinned.h b/NvBlast/samples/SampleBase/blast/BlastAssetModelSkinned.h
new file mode 100644
index 0000000..149c8e8
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastAssetModelSkinned.h
@@ -0,0 +1,46 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_ASSET_MODEL_SKINNED_H
+#define BLAST_ASSET_MODEL_SKINNED_H
+
+#include "BlastAssetModel.h"
+
+class RenderMaterial;
+
+class BlastAssetModelSkinned : public BlastAssetModel
+{
+public:
+ //////// ctor ////////
+
+ BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName);
+ virtual ~BlastAssetModelSkinned();
+
+
+ //////// interface implementation ////////
+
+ BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc);
+
+
+ //////// public getter ////////
+
+ const std::vector<RenderMaterial*>& getRenderMaterials() const
+ {
+ return m_renderMaterials;
+ }
+
+
+private:
+ //////// internal data ////////
+
+ std::vector<RenderMaterial*> m_renderMaterials;
+};
+
+#endif //BLAST_ASSET_MODEL_SKINNED_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastController.cpp b/NvBlast/samples/SampleBase/blast/BlastController.cpp
new file mode 100644
index 0000000..77e2047
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastController.cpp
@@ -0,0 +1,477 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastController.h"
+#include "BlastFamily.h"
+#include "BlastAsset.h"
+#include "BlastReplay.h"
+#include "PhysXController.h"
+#include "SampleTime.h"
+#include "SampleProfiler.h"
+#include "Utils.h"
+#include "Renderer.h"
+
+#include "NvBlast.h"
+#include "NvBlastExtPxManager.h"
+#include "NvBlastExtPxFamily.h"
+#include "NvBlastExtPxActor.h"
+
+#include "NvBlastTkFramework.h"
+
+#include "PsString.h"
+#include "PxTaskManager.h"
+#include "PxDefaultCpuDispatcher.h"
+#include "PxRigidBody.h"
+#include "PxScene.h"
+#include "PxRigidDynamic.h"
+#include "PxDistanceJoint.h"
+
+#include <sstream>
+#include <numeric>
+#include <cstdlib>
+
+#include "imgui.h"
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// AllocatorCallback
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+class BlastAllocatorCallback : public PxAllocatorCallback
+{
+public:
+ virtual void* allocate(size_t size, const char* typeName, const char* filename, int line) override
+ {
+ NV_UNUSED(typeName);
+ NV_UNUSED(filename);
+ NV_UNUSED(line);
+ return malloc(size);
+ }
+
+ virtual void deallocate(void* ptr) override
+ {
+ free(ptr);
+ }
+};
+BlastAllocatorCallback g_allocatorCallback;
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// ErrorCallback
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+class BlastErrorCallback : public PxErrorCallback
+{
+public:
+ virtual void reportError(PxErrorCode::Enum code, const char* msg, const char* file, int line) override
+ {
+ std::stringstream str;
+ str << "NvBlastTk ";
+ bool critical = false;
+ switch (code)
+ {
+ case PxErrorCode::eNO_ERROR: critical = false; break;
+ case PxErrorCode::eDEBUG_INFO: str << "[Debug Info]"; critical = false; break;
+ case PxErrorCode::eDEBUG_WARNING: str << "[Debug Warning]"; critical = false; break;
+ case PxErrorCode::eINVALID_PARAMETER: str << "[Invalid Parameter]"; critical = true; break;
+ case PxErrorCode::eINVALID_OPERATION: str << "[Invalid Operation]"; critical = true; break;
+ case PxErrorCode::eOUT_OF_MEMORY: str << "[Out of] Memory"; critical = true; break;
+ case PxErrorCode::eINTERNAL_ERROR: str << "[Internal Error]"; critical = true; break;
+ case PxErrorCode::eABORT: str << "[Abort]"; critical = true; break;
+ case PxErrorCode::ePERF_WARNING: str << "[Perf Warning]"; critical = false; break;
+ default: PX_ALWAYS_ASSERT();
+ }
+ str << file << "(" << line << "): " << msg << "\n";
+
+ std::string message = str.str();
+ shdfnd::printString(message.c_str());
+ PX_ASSERT_WITH_MESSAGE(!critical, message.c_str());
+ }
+};
+BlastErrorCallback g_errorCallback;
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Joint creation
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static physx::PxJoint* createPxJointCallback(ExtPxActor* actor0, const physx::PxTransform& localFrame0, ExtPxActor* actor1, const physx::PxTransform& localFrame1, physx::PxPhysics& physics, TkJoint& joint)
+{
+ PxDistanceJoint* pxJoint = PxDistanceJointCreate(physics, actor0 ? &actor0->getPhysXActor() : nullptr, localFrame0, actor1 ? &actor1->getPhysXActor() : nullptr, localFrame1);
+ pxJoint->setMaxDistance(1.0f);
+ return pxJoint;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Controller
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+BlastController::BlastController()
+: m_eventCallback(nullptr), debugRenderMode(BlastFamily::DEBUG_RENDER_DISABLED), m_impactDamageEnabled(true),
+m_impactDamageToStressEnabled(false), m_rigidBodyLimitEnabled(true), m_rigidBodyLimit(40000), m_blastAssetsSize(0), debugRenderScale(0.01f)
+{
+ m_extImpactDamageManagerSettings.fragility = 500.0f;
+
+ m_impactDamageToStressFactor = 0.01f;
+ m_draggingToStressFactor = 100.0f;
+}
+
+
+BlastController::~BlastController()
+{
+}
+
+void BlastController::reinitialize()
+{
+ onSampleStop();
+ onSampleStart();
+}
+
+void BlastController::onSampleStart()
+{
+ TkFrameworkDesc desc;
+ desc.allocatorCallback = &g_allocatorCallback;
+ desc.errorCallback = &g_errorCallback;
+ m_tkFramework = NvBlastTkFrameworkCreate(desc);
+
+ m_replay = new BlastReplay();
+
+ m_taskManager = PxTaskManager::createTaskManager(g_errorCallback, getPhysXController().getCPUDispatcher(), 0);
+
+ TkGroupDesc gdesc;
+ gdesc.pxTaskManager = m_taskManager;
+ m_tkGroup = m_tkFramework->createGroup(gdesc);
+
+ m_extPxManager = ExtPxManager::create(getPhysXController().getPhysics(), *m_tkFramework, createPxJointCallback);
+ m_extPxManager->setActorCountLimit(m_rigidBodyLimitEnabled ? m_rigidBodyLimit : 0);
+ m_extImpactDamageManager = ExtImpactDamageManager::create(m_extPxManager, m_extImpactDamageManagerSettings);
+ m_eventCallback = new EventCallback(m_extImpactDamageManager);
+
+ setImpactDamageEnabled(m_impactDamageEnabled, true);
+}
+
+
+void BlastController::onSampleStop()
+{
+ removeAllFamilies();
+
+ m_extImpactDamageManager->release();
+ m_extPxManager->release();
+ SAFE_DELETE(m_eventCallback);
+
+ m_tkGroup->release();
+
+ delete m_replay;
+
+ m_tkFramework->release();
+
+ m_taskManager->release();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Impact damage
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void BlastController::setImpactDamageEnabled(bool enabled, bool forceUpdate)
+{
+ if (m_impactDamageEnabled != enabled || forceUpdate)
+ {
+ m_impactDamageEnabled = enabled;
+ getPhysXController().getPhysXScene().setSimulationEventCallback(m_impactDamageEnabled ? m_eventCallback : nullptr);
+ refreshImpactDamageSettings();
+ }
+}
+
+bool BlastController::customImpactDamageFunction(void* data, ExtPxActor* actor, physx::PxShape* shape, physx::PxVec3 position, physx::PxVec3 force)
+{
+ return reinterpret_cast<BlastController*>(data)->stressDamage(actor, position, force);
+}
+
+bool BlastController::stressDamage(ExtPxActor *actor, physx::PxVec3 position, physx::PxVec3 force)
+{
+ if (actor->getTkActor().getGraphNodeCount() > 1)
+ {
+ void* userData = actor->getFamily().userData;
+ if (userData)
+ {
+ ExtStressSolver* solver = reinterpret_cast<ExtStressSolver*>(userData);
+ solver->applyImpulse(*actor, position, force * m_impactDamageToStressFactor);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void BlastController::refreshImpactDamageSettings()
+{
+ m_extImpactDamageManagerSettings.damageFunction = m_impactDamageToStressEnabled ? customImpactDamageFunction : nullptr;
+ m_extImpactDamageManagerSettings.damageFunctionData = this;
+ m_extImpactDamageManager->setSettings(m_extImpactDamageManagerSettings);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Stress
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void BlastController::updateDraggingStress()
+{
+ auto physxController = getPhysXController();
+ auto actor = physxController.getDraggingActor();
+ if (actor)
+ {
+ ExtPxActor* pxActor = m_extPxManager->getActorFromPhysXActor(*actor);
+ if (pxActor && pxActor->getTkActor().getGraphNodeCount() > 1 && pxActor->getPhysXActor().getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC)
+ {
+ void* userData = pxActor->getFamily().userData;
+ if (userData)
+ {
+ ExtStressSolver* solver = reinterpret_cast<ExtStressSolver*>(userData);
+ PxTransform t(pxActor->getPhysXActor().getGlobalPose().getInverse());
+ PxVec3 dragVector = t.rotate(physxController.getDragVector());
+ const float factor = dragVector.magnitudeSquared() * m_draggingToStressFactor;
+ solver->applyImpulse(*pxActor, physxController.getDragActorHookLocalPoint(), dragVector.getNormalized() * factor);
+ }
+ }
+ }
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Stats
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+uint32_t BlastController::getActorCount() const
+{
+ return std::accumulate(m_families.begin(), m_families.end(), (uint32_t)0, [](uint32_t sum, const BlastFamilyPtr& a)
+ {
+ return sum += a->getActorCount();
+ });
+}
+
+uint32_t BlastController::getTotalVisibleChunkCount() const
+{
+ return std::accumulate(m_families.begin(), m_families.end(), (uint32_t)0, [](uint32_t sum, const BlastFamilyPtr& a)
+ {
+ return sum += a->getTotalVisibleChunkCount();
+ });
+}
+
+size_t BlastController::getFamilySize() const
+{
+ return std::accumulate(m_families.begin(), m_families.end(), (size_t)0, [](size_t sum, const BlastFamilyPtr& a)
+ {
+ return sum += a->getFamilySize();
+ });
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Time
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+const double Time::s_secondsPerTick = Time::getTickDuration();
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Controller events
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void BlastController::Animate(double dt)
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ PROFILER_BEGIN("Apply Impact Damage");
+ m_extImpactDamageManager->applyDamage();
+ PROFILER_END();
+
+ updateDraggingStress();
+
+ m_replay->update();
+
+ Time blastTime;
+ for (uint32_t i = 0; i < m_families.size(); ++i)
+ {
+ if (m_families[i])
+ {
+ m_families[i]->updatePreSplit(dt);
+ }
+ }
+
+ fillDebugRender();
+
+ PROFILER_BEGIN("Tk Group Process/Sync");
+ m_tkGroup->process();
+ m_tkGroup->sync(true);
+ PROFILER_END();
+
+ TkGroupStats gstats;
+ m_tkGroup->getStats(gstats);
+
+ this->m_lastBlastTimers.blastDamageMaterial = NvBlastTicksToSeconds(gstats.timers.material);
+ this->m_lastBlastTimers.blastDamageFracture = NvBlastTicksToSeconds(gstats.timers.fracture);
+ this->m_lastBlastTimers.blastSplitIsland = NvBlastTicksToSeconds(gstats.timers.island);
+ this->m_lastBlastTimers.blastSplitPartition = NvBlastTicksToSeconds(gstats.timers.partition);
+ this->m_lastBlastTimers.blastSplitVisibility = NvBlastTicksToSeconds(gstats.timers.visibility);
+
+ for (uint32_t i = 0; i < m_families.size(); ++i)
+ {
+ if (m_families[i])
+ {
+ m_families[i]->updateAfterSplit(dt);
+ }
+ }
+}
+
+
+void BlastController::drawUI()
+{
+ // impact damage
+ bool impactEnabled = getImpactDamageEnabled();
+ if (ImGui::Checkbox("Impact Damage", &impactEnabled))
+ {
+ setImpactDamageEnabled(impactEnabled);
+ }
+
+ if (ImGui::DragFloat("Fragility", &m_extImpactDamageManagerSettings.fragility))
+ {
+ refreshImpactDamageSettings();
+ }
+
+ if (ImGui::Checkbox("Impact Damage To Stress Solver", &m_impactDamageToStressEnabled))
+ {
+ refreshImpactDamageSettings();
+ }
+
+ ImGui::DragFloat("Impact Damage To Stress Factor", &m_impactDamageToStressFactor, 0.001f, 0.0f, 1000.0f, "%.4f");
+ ImGui::DragFloat("Dragging To Stress Factor", &m_draggingToStressFactor, 0.1f, 0.0f, 1000.0f, "%.3f");
+
+ ImGui::Checkbox("Limit Rigid Body Count", &m_rigidBodyLimitEnabled);
+ if (m_rigidBodyLimitEnabled)
+ {
+ ImGui::DragInt("Rigid Body Limit", (int*)&m_rigidBodyLimit, 100, 1000, 100000);
+ }
+ m_extPxManager->setActorCountLimit(m_rigidBodyLimitEnabled ? m_rigidBodyLimit : 0);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// actor management
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+BlastFamilyPtr BlastController::spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc)
+{
+ BlastFamilyPtr actor = blastAsset->createFamily(getPhysXController(), *m_extPxManager, desc);
+ m_families.push_back(actor);
+ recalculateAssetsSize();
+ m_replay->addFamily(&actor->getFamily()->getTkFamily());
+ return actor;
+}
+
+void BlastController::removeFamily(BlastFamilyPtr actor)
+{
+ m_replay->removeFamily(&actor->getFamily()->getTkFamily());
+ m_families.erase(std::remove(m_families.begin(), m_families.end(), actor), m_families.end());
+ recalculateAssetsSize();
+ getPhysXController().resetDragging();
+}
+
+void BlastController::removeAllFamilies()
+{
+ while (!m_families.empty())
+ {
+ removeFamily(m_families.back());
+ }
+ m_replay->reset();
+}
+
+void BlastController::recalculateAssetsSize()
+{
+ std::set<const BlastAsset*> uniquedAssets;
+ m_blastAssetsSize = 0;
+ for (uint32_t i = 0; i < m_families.size(); ++i)
+ {
+ if (uniquedAssets.find(&m_families[i]->getBlastAsset()) == uniquedAssets.end())
+ {
+ m_blastAssetsSize += m_families[i]->getBlastAsset().getBlastAssetSize();
+ uniquedAssets.insert(&m_families[i]->getBlastAsset());
+ }
+ }
+}
+
+void BlastController::blast(PxVec3 worldPos, float damageRadius, float explosiveImpulse, std::function<void(ExtPxActor*)> damageFunction)
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ for (uint32_t i = 0; i < m_families.size(); ++i)
+ {
+ if (m_families[i])
+ {
+ m_families[i]->blast(worldPos, damageRadius, explosiveImpulse, damageFunction);
+ }
+ }
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// context/log
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void BlastController::blastLog(int type, const char* msg, const char* file, int line)
+{
+ std::stringstream str;
+ bool critical = false;
+ switch (type)
+ {
+ case NvBlastMessage::Error: str << "[NvBlast ERROR] "; critical = true; break;
+ case NvBlastMessage::Warning: str << "[NvBlast WARNING] "; critical = true; break;
+ case NvBlastMessage::Info: str << "[NvBlast INFO] "; critical = false; break;
+ case NvBlastMessage::Debug: str << "[NvBlast DEBUG] "; critical = false; break;
+ }
+ str << file << "(" << line << "): " << msg << "\n";
+
+ std::string message = str.str();
+ shdfnd::printString(message.c_str());
+ PX_ASSERT_WITH_MESSAGE(!critical, message.c_str());
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// debug render
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void BlastController::fillDebugRender()
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ m_debugRenderBuffer.clear();
+
+ if (debugRenderMode != BlastFamily::DEBUG_RENDER_DISABLED)
+ {
+ getPhysXController().getPhysXScene().setVisualizationParameter(PxVisualizationParameter::eSCALE, 1);
+ for (uint32_t i = 0; i < m_families.size(); ++i)
+ {
+ m_families[i]->fillDebugRender(m_debugRenderBuffer, debugRenderMode, debugRenderScale);
+ }
+ }
+ else
+ {
+ getPhysXController().getPhysXScene().setVisualizationParameter(PxVisualizationParameter::eSCALE, 0);
+ }
+
+ getRenderer().queueRenderBuffer(&m_debugRenderBuffer);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
diff --git a/NvBlast/samples/SampleBase/blast/BlastController.h b/NvBlast/samples/SampleBase/blast/BlastController.h
new file mode 100644
index 0000000..f7f362f
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastController.h
@@ -0,0 +1,239 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_CONTROLLER_H
+#define BLAST_CONTROLLER_H
+
+#include "SampleManager.h"
+#include "BlastFamily.h"
+#include "DebugRenderBuffer.h"
+#include "PxSimulationEventCallback.h"
+#include "NvBlastExtImpactDamageManager.h"
+
+using namespace physx;
+
+class BlastAsset;
+class BlastReplay;
+
+namespace physx
+{
+class PxTaskManager;
+}
+namespace Nv
+{
+namespace Blast
+{
+class TkFramework;
+}
+}
+
+
+struct BlastTimers
+{
+ double blastDamageMaterial;
+ double blastDamageFracture;
+ double blastSplitIsland;
+ double blastSplitPartition;
+ double blastSplitVisibility;
+};
+
+/**
+Blast Controller. Entry point for all blast related code, keeps blast actors and controls them.
+*/
+class BlastController : public ISampleController
+{
+public:
+ //////// ctor ////////
+
+ BlastController();
+ virtual ~BlastController();
+
+ void reinitialize();
+
+ //////// controller callbacks ////////
+
+ virtual void onSampleStart();
+ virtual void onSampleStop();
+
+ virtual void Animate(double dt);
+ void drawUI();
+
+
+ //////// public API ////////
+
+ void blast(PxVec3 worldPos, float damageRadius, float explosiveImpulse, std::function<void(ExtPxActor*)> damageFunction);
+
+ bool stressDamage(ExtPxActor *actor, PxVec3 position, PxVec3 force);
+
+ BlastFamilyPtr spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc);
+ void removeFamily(BlastFamilyPtr actor);
+ void removeAllFamilies();
+
+
+ //////// public static ////////
+
+ static void blastLog(int type, const char* msg, const char* file, int line);
+
+
+ //////// public getters/setters ////////
+
+ TkFramework& getTkFramework() const
+ {
+ return *m_tkFramework;
+ }
+
+ TkGroup* getTkGroup() const
+ {
+ return m_tkGroup;
+ }
+
+ ExtPxManager& getExtPxManager() const
+ {
+ return *m_extPxManager;
+ }
+
+ ExtImpactDamageManager* getExtImpactDamageManager() const
+ {
+ return m_extImpactDamageManager;
+ }
+
+ BlastReplay* getReplay() const
+ {
+ return m_replay;
+ }
+
+ uint32_t getActorCount() const;
+
+ uint32_t getTotalVisibleChunkCount() const;
+
+ size_t getFamilySize() const;
+
+ size_t getBlastAssetsSize() const
+ {
+ return m_blastAssetsSize;
+ }
+
+ const BlastTimers& getLastBlastTimers() const
+ {
+ return m_lastBlastTimers;
+ }
+
+ bool getImpactDamageEnabled() const
+ {
+ return m_impactDamageEnabled;
+ }
+
+ void setImpactDamageEnabled(bool enabled, bool forceUpdate = false);
+
+ ExtStressSolverSettings& getStressSolverSettings()
+ {
+ return m_extStressSolverSettings;
+ }
+
+ float getLastStressDelta() const;
+
+ //////// public variables for UI ////////
+
+ BlastFamily::DebugRenderMode debugRenderMode;
+ float debugRenderScale;
+
+
+ //////// Filter shader enum ////////
+
+ enum FilterDataAttributes
+ {
+ SUPPRESS_CONTACT_NOTIFY = 1,
+ };
+
+private:
+ //////// impact damage event callback ////////
+
+ class EventCallback : public PxSimulationEventCallback
+ {
+ public:
+ EventCallback(ExtImpactDamageManager* manager) : m_manager(manager) {}
+
+ // implemented
+ virtual void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, uint32_t nbPairs)
+ {
+ m_manager->onContact(pairHeader, pairs, nbPairs);
+ }
+
+ private:
+ // unused
+ void onConstraintBreak(PxConstraintInfo*, PxU32) {}
+ void onWake(PxActor**, PxU32) {}
+ void onSleep(PxActor**, PxU32) {}
+ void onTrigger(PxTriggerPair*, PxU32) {}
+ void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
+
+ // data
+ ExtImpactDamageManager* m_manager;
+ };
+
+
+ //////// private methods ////////
+
+ void updateDraggingStress();
+
+ void refreshImpactDamageSettings();
+
+ void fillDebugRender();
+
+ void recalculateAssetsSize();
+
+ static bool customImpactDamageFunction(void* data, ExtPxActor* actor, PxShape* shape, PxVec3 position, PxVec3 force);
+
+
+ //////// used controllers ////////
+
+ Renderer& getRenderer() const
+ {
+ return getManager()->getRenderer();
+ }
+
+ PhysXController& getPhysXController() const
+ {
+ return getManager()->getPhysXController();
+ }
+
+
+ //////// internal data ////////
+
+ PxTaskManager* m_taskManager;
+ TkFramework* m_tkFramework;
+ TkGroup* m_tkGroup;
+ ExtPxManager* m_extPxManager;
+ ExtImpactDamageManager* m_extImpactDamageManager;
+ ExtImpactSettings m_extImpactDamageManagerSettings;
+ EventCallback* m_eventCallback;
+ ExtStressSolverSettings m_extStressSolverSettings;
+
+ std::vector<BlastFamilyPtr> m_families;
+ DebugRenderBuffer m_debugRenderBuffer;
+
+ bool m_impactDamageEnabled;
+ bool m_impactDamageToStressEnabled;
+
+ float m_impactDamageToStressFactor;
+ float m_draggingToStressFactor;
+
+ bool m_rigidBodyLimitEnabled;
+ uint32_t m_rigidBodyLimit;
+
+ BlastReplay* m_replay;
+
+ BlastTimers m_lastBlastTimers;
+
+ size_t m_blastAssetsSize;
+};
+
+
+#endif
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamily.cpp b/NvBlast/samples/SampleBase/blast/BlastFamily.cpp
new file mode 100644
index 0000000..95444b3
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastFamily.cpp
@@ -0,0 +1,570 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastFamily.h"
+#include "SampleProfiler.h"
+#include "PhysXController.h"
+#include "RenderUtils.h"
+#include "SampleTime.h"
+#include "UIHelpers.h"
+
+#include "NvBlast.h"
+#include "NvBlastTkFamily.h"
+#include "NvBlastTkActor.h"
+#include "NvBlastTkAsset.h"
+#include "NvBlastTkJoint.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastExtPxActor.h"
+#include "NvBlastExtPxFamily.h"
+#include "NvBlastExtPxManager.h"
+
+#include "PxRigidDynamic.h"
+#include "PxScene.h"
+#include "PxJoint.h"
+
+
+const float RIGIDBODY_DENSITY = 2000.0f;
+
+const float BlastFamily::BOND_HEALTH_MAX = 1.0f;
+
+BlastFamily::BlastFamily(PhysXController& physXController, ExtPxManager& pxManager, const BlastAsset& blastAsset)
+ : m_physXController(physXController)
+ , m_pxManager(pxManager)
+ , m_blastAsset(blastAsset)
+ , m_listener(this)
+ , m_totalVisibleChunkCount(0)
+ , m_stressSolver(nullptr)
+{
+ m_settings.stressSolverEnabled = false;
+ m_settings.stressDamageEnabled = false;
+
+ m_settings.material = { 3.0f, 0.1f, 0.2f, 1.5f + 1e-5f, 0.95f };;
+}
+
+BlastFamily::~BlastFamily()
+{
+ if (m_stressSolver)
+ {
+ m_stressSolver->release();
+ }
+
+ m_pxFamily->unsubscribe(m_listener);
+
+ m_pxFamily->release();
+}
+
+void BlastFamily::initialize(const BlastAsset::ActorDesc& desc)
+{
+ ExtPxFamilyDesc familyDesc;
+ familyDesc.actorDesc.initialBondHealths = nullptr;
+ familyDesc.actorDesc.initialSupportChunkHealths = nullptr;
+ familyDesc.actorDesc.uniformInitialBondHealth = BOND_HEALTH_MAX;
+ familyDesc.actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ familyDesc.group = desc.group;
+ familyDesc.pxAsset = m_blastAsset.getPxAsset();
+ m_pxFamily = m_pxManager.createFamily(familyDesc);
+
+ m_tkFamily = &m_pxFamily->getTkFamily();
+ m_tkFamily->setID(desc.id);
+ m_tkFamily->setMaterial(&m_settings.material);
+
+ m_familySize = NvBlastFamilyGetSize(m_tkFamily->getFamilyLL(), nullptr);
+
+ m_pxFamily->subscribe(m_listener);
+
+ ExtPxSpawnSettings spawnSettings = {
+ &m_physXController.getPhysXScene(),
+ m_physXController.getDefaultMaterial(),
+ RIGIDBODY_DENSITY
+ };
+ m_pxFamily->spawn(desc.transform, PxVec3(1.0f), spawnSettings);
+
+ reloadStressSolver();
+}
+
+void BlastFamily::updatePreSplit(float dt)
+{
+ PROFILER_BEGIN("Stress Solver");
+ // update stress
+ m_stressSolveTime = 0;
+ if (m_stressSolver)
+ {
+ Time t;
+ m_stressSolver->update(m_settings.stressDamageEnabled);
+ m_stressSolveTime += t.getElapsedSeconds();
+ }
+ PROFILER_END();
+
+ // collect potential actors to health update
+ m_actorsToUpdateHealth.clear();
+ for (const ExtPxActor* actor : m_actors)
+ {
+ if (actor->getTkActor().isPending())
+ {
+ m_actorsToUpdateHealth.emplace(actor);
+ }
+ }
+}
+
+void BlastFamily::updateAfterSplit(float dt)
+{
+ PROFILER_BEGIN("Actor Health Update");
+ for (const ExtPxActor* actor : m_actors)
+ {
+ onActorUpdate(*actor);
+
+ // update health if neccessary
+ if (m_actorsToUpdateHealth.find(actor) != m_actorsToUpdateHealth.end())
+ {
+ onActorHealthUpdate(*actor);
+ }
+ }
+ PROFILER_END();
+
+ PROFILER_BEGIN("Actor Misc Update");
+ onUpdate();
+ PROFILER_END();
+
+ m_pxFamily->postSplitUpdate();
+}
+
+void BlastFamily::processActorCreated(ExtPxFamily&, ExtPxActor& actor)
+{
+ m_totalVisibleChunkCount += actor.getChunkCount();
+ m_actors.emplace(&actor);
+
+ onActorCreated(actor);
+ onActorHealthUpdate(actor);
+}
+
+void BlastFamily::processActorDestroyed(ExtPxFamily&, ExtPxActor& actor)
+{
+ m_totalVisibleChunkCount -= actor.getChunkCount();
+ m_physXController.notifyRigidDynamicDestroyed(&actor.getPhysXActor());
+
+ onActorDestroyed(actor);
+
+ m_actors.erase(m_actors.find(&actor));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Data Helpers
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+uint32_t BlastFamily::getActorCount() const
+{
+ return (uint32_t)m_tkFamily->getActorCount();
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// UI
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void BlastFamily::drawUI()
+{
+ // Blast Material
+ ImGui::Spacing();
+ ImGui::Text("Blast Material:");
+ ImGui::DragFloat("singleChunkThreshold", &m_settings.material.singleChunkThreshold);
+ ImGui::DragFloat("graphChunkThreshold", &m_settings.material.graphChunkThreshold);
+ ImGui::DragFloat("bondNormalThreshold", &m_settings.material.bondNormalThreshold);
+ ImGui::DragFloat("bondTangentialThreshold", &m_settings.material.bondTangentialThreshold);
+ ImGui::DragFloat("damageAttenuation", &m_settings.material.damageAttenuation);
+
+ ImGui::Spacing();
+
+ // Stress Solver Settings
+ if (ImGui::Checkbox("Stress Solver Enabled", &m_settings.stressSolverEnabled))
+ {
+ reloadStressSolver();
+ }
+
+ if (m_settings.stressSolverEnabled)
+ {
+ // Settings
+ bool changed = false;
+
+ changed |= ImGui::DragInt("Bond Iterations Per Frame", (int*)&m_settings.stressSolverSettings.bondIterationsPerFrame, 100, 0, 500000);
+ changed |= ImGui::DragFloat("Stress Linear Factor", &m_settings.stressSolverSettings.stressLinearFactor, 0.00001f, 0.0f, 10.0f, "%.6f");
+ changed |= ImGui::DragFloat("Stress Angular Factor", &m_settings.stressSolverSettings.stressAngularFactor, 0.00001f, 0.0f, 10.0f, "%.6f");
+ changed |= ImGui::SliderInt("Graph Reduction Level", (int*)&m_settings.stressSolverSettings.graphReductionLevel, 0, 32);
+ if (changed)
+ {
+ refreshStressSolverSettings();
+ }
+
+ ImGui::Checkbox("Stress Damage Enabled", &m_settings.stressDamageEnabled);
+
+ if (ImGui::Button("Recalculate Stress"))
+ {
+ resetStress();
+ }
+ }
+}
+
+void BlastFamily::drawStatsUI()
+{
+ ImGui::PushStyleColor(ImGuiCol_Text, ImColor(10, 255, 10, 255));
+ const ExtStressSolver* stressSolver = m_stressSolver;
+ if (stressSolver)
+ {
+ const float errorLinear = stressSolver->getStressErrorLinear();
+ const float errorAngular = stressSolver->getStressErrorAngular();
+
+ ImGui::Text("Stress Bond Count: %d", stressSolver->getBondCount());
+ ImGui::Text("Stress Iterations: %d (+%d)", stressSolver->getIterationCount(), stressSolver->getIterationsPerFrame());
+ ImGui::Text("Stress Frames: %d", stressSolver->getFrameCount());
+ ImGui::Text("Stress Error Lin / Ang: %.4f / %.4f", errorLinear, errorAngular);
+ ImGui::Text("Stress Solve Time: %.3f ms", m_stressSolveTime * 1000);
+
+ // plot errors
+ {
+ static float scale = 1.0f;
+ scale = stressSolver->getFrameCount() <= 1 ? 1.0f : scale;
+ scale = std::max<float>(scale, errorLinear);
+ scale = std::max<float>(scale, errorAngular);
+
+ static PlotLinesInstance<> linearErrorPlot;
+ linearErrorPlot.plot("Stress Linear Error", errorLinear, "error/frame", 0.0f, 1.0f * scale);
+ static PlotLinesInstance<> angularErrorPlot;
+ angularErrorPlot.plot("Stress Angular Error", errorAngular, "error/frame", 0.0f, 1.0f * scale);
+ }
+ }
+ else
+ {
+ ImGui::Text("No Stress Solver");
+ }
+ ImGui::PopStyleColor();
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Stress Solver
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void BlastFamily::setSettings(const Settings& settings)
+{
+ bool reloadStressSolverNeeded = (m_settings.stressSolverEnabled != settings.stressSolverEnabled);
+
+ m_settings = settings;
+ refreshStressSolverSettings();
+
+ if (reloadStressSolverNeeded)
+ {
+ reloadStressSolver();
+ }
+
+ m_tkFamily->setMaterial(&m_settings.material);
+}
+
+void BlastFamily::refreshStressSolverSettings()
+{
+ if (m_stressSolver)
+ {
+ m_stressSolver->setSettings(m_settings.stressSolverSettings);
+ }
+}
+
+void BlastFamily::resetStress()
+{
+ m_stressSolver->reset();
+}
+
+void BlastFamily::reloadStressSolver()
+{
+ if (m_stressSolver)
+ {
+ m_stressSolver->release();
+ m_stressSolver = nullptr;
+ }
+
+ if (m_settings.stressSolverEnabled)
+ {
+ m_stressSolver = ExtStressSolver::create(*m_pxFamily, m_settings.stressSolverSettings);
+ m_pxFamily->userData = m_stressSolver;
+ }
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// debug render
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+const DirectX::XMFLOAT4 BOND_NORMAL_COLOR(0.0f, 0.8f, 1.0f, 1.0f);
+const DirectX::XMFLOAT4 BOND_INVISIBLE_COLOR(0.65f, 0.16f, 0.16f, 1.0f);
+const DirectX::XMFLOAT4 BOND_IMPULSE_LINEAR_COLOR(0.0f, 1.0f, 0.0f, 1.0f);
+const DirectX::XMFLOAT4 BOND_IMPULSE_ANGULAR_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
+const DirectX::XMFLOAT4 JOINT_COLOR(0.5f, 0.6f, 7.0f, 1.0f);
+
+
+inline void pushCentroid(std::vector<PxDebugLine>& lines, PxVec3 pos, PxU32 color, const float& area, const PxVec3& normal)
+{
+ // draw square of area 'area' rotated by normal
+ {
+ // build world rotation
+ PxVec3 n0(0, 0, 1);
+ PxVec3 n1 = normal;
+ PxVec3 axis = n0.cross(n1);
+ float d = n0.dot(n1);
+ PxQuat q(axis.x, axis.y, axis.z, 1.f + d);
+ q.normalize();
+ float e = PxSqrt(1.0f / 2.0f);
+ float r = PxSqrt(area);
+
+ // transform all 4 square points
+ PxTransform t(pos, q);
+ PxVec3 p0 = t.transform(PxVec3(-e, e, 0) * r);
+ PxVec3 p1 = t.transform(PxVec3( e, e, 0) * r);
+ PxVec3 p2 = t.transform(PxVec3( e, -e, 0) * r);
+ PxVec3 p3 = t.transform(PxVec3(-e, -e, 0) * r);
+
+ // push square edges
+ lines.push_back(PxDebugLine(p0, p1, color));
+ lines.push_back(PxDebugLine(p3, p2, color));
+ lines.push_back(PxDebugLine(p1, p2, color));
+ lines.push_back(PxDebugLine(p0, p3, color));
+ }
+
+ // draw normal
+ lines.push_back(PxDebugLine(pos, pos + normal * 0.5f, XMFLOAT4ToU32Color(BOND_NORMAL_COLOR)));
+}
+
+inline DirectX::XMFLOAT4 bondHealthColor(float healthFraction)
+{
+ const DirectX::XMFLOAT4 BOND_HEALTHY_COLOR(0.0f, 1.0f, 0.0f, 1.0f);
+ const DirectX::XMFLOAT4 BOND_MID_COLOR(1.0f, 1.0f, 0.0f, 1.0f);
+ const DirectX::XMFLOAT4 BOND_BROKEN_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
+
+ return healthFraction < 0.5 ? XMFLOAT4Lerp(BOND_BROKEN_COLOR, BOND_MID_COLOR, 2.0f * healthFraction) : XMFLOAT4Lerp(BOND_MID_COLOR, BOND_HEALTHY_COLOR, 2.0f * healthFraction - 1.0f);
+}
+
+void BlastFamily::fillDebugRender(DebugRenderBuffer& debugRenderBuffer, DebugRenderMode mode, float renderScale)
+{
+ const NvBlastChunk* chunks = m_tkFamily->getAsset()->getChunks();
+ const NvBlastBond* bonds = m_tkFamily->getAsset()->getBonds();
+ const NvBlastSupportGraph graph = m_tkFamily->getAsset()->getGraph();
+
+ for (const ExtPxActor* pxActor : m_actors)
+ {
+ TkActor& actor = pxActor->getTkActor();
+ uint32_t lineStartIndex = (uint32_t)debugRenderBuffer.m_lines.size();
+
+ uint32_t nodeCount = actor.getGraphNodeCount();
+ if (nodeCount == 0) // subsupport chunks don't have graph nodes
+ continue;
+
+ std::vector<uint32_t> nodes(actor.getGraphNodeCount());
+ actor.getGraphNodeIndices(nodes.data(), static_cast<uint32_t>(nodes.size()));
+
+ if (DEBUG_RENDER_HEALTH_GRAPH <= mode && mode <= DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS)
+ {
+ const float* bondHealths = actor.getBondHealths();
+
+ const ExtPxChunk* pxChunks = m_blastAsset.getPxAsset()->getChunks();
+
+ for (uint32_t node0 : nodes)
+ {
+ const uint32_t chunkIndex0 = graph.chunkIndices[node0];
+ const NvBlastChunk& blastChunk0 = chunks[chunkIndex0];
+ const ExtPxChunk& assetChunk0 = pxChunks[chunkIndex0];
+
+ for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++)
+ {
+ uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex];
+ const uint32_t chunkIndex1 = graph.chunkIndices[node1];
+ const NvBlastChunk& blastChunk1 = chunks[chunkIndex1];
+ const ExtPxChunk& assetChunk1 = pxChunks[chunkIndex1];
+ if (node0 > node1)
+ continue;
+
+ bool invisibleBond = assetChunk0.subchunkCount == 0 || assetChunk1.subchunkCount == 0;
+
+ // health
+ uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex];
+ float healthVal = PxClamp(bondHealths[bondIndex] / BOND_HEALTH_MAX, 0.0f, 1.0f);
+
+ DirectX::XMFLOAT4 color = bondHealthColor(healthVal);
+
+ const NvBlastBond& solverBond = bonds[bondIndex];
+ const PxVec3& centroid = reinterpret_cast<const PxVec3&>(solverBond.centroid);
+
+ // centroid
+ if (mode == DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS || mode == DEBUG_RENDER_CENTROIDS)
+ {
+ const PxVec3& normal = reinterpret_cast<const PxVec3&>(solverBond.normal);
+ pushCentroid(debugRenderBuffer.m_lines, centroid, XMFLOAT4ToU32Color(invisibleBond ? BOND_INVISIBLE_COLOR : color), solverBond.area, normal.getNormalized());
+ }
+
+ // chunk connection (bond)
+ if ((mode == DEBUG_RENDER_HEALTH_GRAPH || mode == DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS) && !invisibleBond)
+ {
+ const PxVec3& c0 = reinterpret_cast<const PxVec3&>(blastChunk0.centroid);
+ const PxVec3& c1 = reinterpret_cast<const PxVec3&>(blastChunk1.centroid);
+ debugRenderBuffer.m_lines.push_back(PxDebugLine(c0, c1, XMFLOAT4ToU32Color(color)));
+ }
+ }
+ }
+ }
+
+ // stress
+ if (DEBUG_RENDER_STRESS_GRAPH <= mode && mode <= DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES)
+ {
+ if (m_stressSolver)
+ {
+ m_stressSolver->fillDebugRender(nodes, debugRenderBuffer.m_lines, (ExtStressSolver::DebugRenderMode)(mode - DEBUG_RENDER_STRESS_GRAPH), renderScale);
+ }
+ }
+
+ // transform all added lines from local to global
+ PxTransform localToGlobal = pxActor->getPhysXActor().getGlobalPose();
+ for (uint32_t i = lineStartIndex; i < debugRenderBuffer.m_lines.size(); i++)
+ {
+ PxDebugLine& line = debugRenderBuffer.m_lines[i];
+ line.pos0 = localToGlobal.transform(line.pos0);
+ line.pos1 = localToGlobal.transform(line.pos1);
+ }
+ }
+
+ // joints debug render
+ if (mode == DEBUG_RENDER_JOINTS)
+ {
+ for (const ExtPxActor* pxActor : m_actors)
+ {
+ TkActor& actor = pxActor->getTkActor();
+ const uint32_t jointCount = actor.getJointCount();
+ if (jointCount > 0)
+ {
+ std::vector<TkJoint*> joints(jointCount);
+ actor.getJoints(joints.data(), jointCount);
+ for (auto joint : joints)
+ {
+ PxJoint* pxJoint = reinterpret_cast<PxJoint*>(joint->userData);
+ if (pxJoint)
+ {
+ PxRigidActor *actor0, *actor1;
+ pxJoint->getActors(actor0, actor1);
+ auto lp0 = pxJoint->getLocalPose(PxJointActorIndex::eACTOR0);
+ auto lp1 = pxJoint->getLocalPose(PxJointActorIndex::eACTOR1);
+ PxVec3 p0 = actor0 ? actor0->getGlobalPose().transform(lp0).p : lp0.p;
+ PxVec3 p1 = actor1 ? actor1->getGlobalPose().transform(lp1).p : lp1.p;
+ debugRenderBuffer.m_lines.push_back(PxDebugLine(p0, p1, XMFLOAT4ToU32Color(JOINT_COLOR)));
+ }
+ }
+ }
+ }
+ }
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// action!!!
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+class BlastOverlapCallback : public PxOverlapCallback
+{
+public:
+ BlastOverlapCallback(ExtPxManager& pxManager, std::set<ExtPxActor*>& actorBuffer)
+ : m_pxManager(pxManager), m_actorBuffer(actorBuffer), PxOverlapCallback(m_hitBuffer, sizeof(m_hitBuffer) / sizeof(m_hitBuffer[0])) {}
+
+ PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits)
+ {
+ for (PxU32 i = 0; i < nbHits; ++i)
+ {
+ PxRigidDynamic* rigidDynamic = buffer[i].actor->is<PxRigidDynamic>();
+ if (rigidDynamic)
+ {
+ ExtPxActor* actor = m_pxManager.getActorFromPhysXActor(*rigidDynamic);
+ if (actor != nullptr)
+ {
+ m_actorBuffer.insert(actor);
+ }
+ }
+ }
+ return true;
+ }
+
+private:
+ ExtPxManager& m_pxManager;
+ std::set<ExtPxActor*>& m_actorBuffer;
+ PxOverlapHit m_hitBuffer[1000];
+};
+
+void BlastFamily::blast(PxVec3 worldPos, float damageRadius, float explosiveImpulse, std::function<void(ExtPxActor*)> damageFunction)
+{
+ std::set<ExtPxActor*> actorsToDamage;
+#if 1
+ BlastOverlapCallback overlapCallback(m_pxManager, actorsToDamage);
+ m_physXController.getPhysXScene().overlap(PxSphereGeometry(damageRadius), PxTransform(worldPos), overlapCallback);
+#else
+ for (std::map<NvBlastActor*, PhysXController::Actor*>::iterator it = m_actorsMap.begin(); it != m_actorsMap.end(); it++)
+ {
+ actorsToDamage.insert(it->first);
+ }
+#endif
+
+ for (auto actor : actorsToDamage)
+ {
+ damageFunction(actor);
+ }
+
+ if (explosiveImpulse > 0.0f)
+ {
+ explode(worldPos, damageRadius, explosiveImpulse);
+ }
+}
+
+
+class ExplodeOverlapCallback : public PxOverlapCallback
+{
+public:
+ ExplodeOverlapCallback(PxVec3 worldPos, float radius, float explosiveImpulse)
+ : m_worldPos(worldPos)
+ , m_radius(radius)
+ , m_explosiveImpulse(explosiveImpulse)
+ , PxOverlapCallback(m_hitBuffer, sizeof(m_hitBuffer) / sizeof(m_hitBuffer[0])) {}
+
+ PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits)
+ {
+ for (PxU32 i = 0; i < nbHits; ++i)
+ {
+ PxRigidActor* actor = buffer[i].actor;
+ PxRigidDynamic* rigidDynamic = actor->is<PxRigidDynamic>();
+ if (rigidDynamic && !(rigidDynamic->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC))
+ {
+ if (m_actorBuffer.find(rigidDynamic) == m_actorBuffer.end())
+ {
+ m_actorBuffer.insert(rigidDynamic);
+ PxVec3 dr = rigidDynamic->getGlobalPose().transform(rigidDynamic->getCMassLocalPose()).p - m_worldPos;
+ float distance = dr.magnitude();
+ float factor = PxClamp(1.0f - (distance * distance) / (m_radius * m_radius), 0.0f, 1.0f);
+ float impulse = factor * m_explosiveImpulse * RIGIDBODY_DENSITY;
+ PxVec3 vel = dr.getNormalized() * impulse / rigidDynamic->getMass();
+ rigidDynamic->setLinearVelocity(rigidDynamic->getLinearVelocity() + vel);
+ }
+ }
+ }
+ return true;
+ }
+
+private:
+ PxOverlapHit m_hitBuffer[1000];
+ float m_explosiveImpulse;
+ std::set<PxRigidDynamic*> m_actorBuffer;
+ PxVec3 m_worldPos;
+ float m_radius;
+};
+
+void BlastFamily::explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse)
+{
+ ExplodeOverlapCallback overlapCallback(worldPos, damageRadius, explosiveImpulse);
+ m_physXController.getPhysXScene().overlap(PxSphereGeometry(damageRadius), PxTransform(worldPos), overlapCallback);
+
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamily.h b/NvBlast/samples/SampleBase/blast/BlastFamily.h
new file mode 100644
index 0000000..0cb9bb3
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastFamily.h
@@ -0,0 +1,201 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_FAMILY_H
+#define BLAST_FAMILY_H
+
+#include "BlastAsset.h"
+#include "NvBlastExtPxListener.h"
+#include "NvBlastExtStressSolver.h"
+#include "NvBlastExtDamageShaders.h"
+#include <functional>
+#include <set>
+
+
+class DebugRenderBuffer;
+
+namespace Nv
+{
+namespace Blast
+{
+class TkFamily;
+class ExtPxManager;
+}
+}
+
+
+/**
+BlastFamily class represents 1 spawned BlastAsset, contains and manipulates all physx/blast actors spawned by fracturing it.
+Abstract class, internal actor management functions are implementation dependent and so pure virtual.
+*/
+class BlastFamily
+{
+public:
+
+ //////// public API ////////
+
+ void blast(PxVec3 worldPos, float damageRadius, float explosiveImpulse, std::function<void(ExtPxActor*)> damageFunction);
+ void explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse);
+
+ void updatePreSplit(float dt);
+ void updateAfterSplit(float dt);
+
+ void drawUI();
+ void drawStatsUI();
+
+
+ enum DebugRenderMode
+ {
+ DEBUG_RENDER_DISABLED,
+ DEBUG_RENDER_HEALTH_GRAPH,
+ DEBUG_RENDER_CENTROIDS,
+ DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS,
+ DEBUG_RENDER_JOINTS,
+ DEBUG_RENDER_STRESS_GRAPH,
+ DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES,
+ DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES,
+
+ // count
+ DEBUG_RENDER_MODES_COUNT
+ };
+
+ void fillDebugRender(DebugRenderBuffer& debugRenderBuffer, DebugRenderMode mode, float renderScale);
+
+
+ //////// public getters ////////
+
+ const ExtPxFamily* getFamily() const
+ {
+ return m_pxFamily;
+ }
+
+ uint32_t getActorCount() const;
+
+ uint32_t getTotalVisibleChunkCount() const
+ {
+ return m_totalVisibleChunkCount;
+ }
+
+ size_t getFamilySize() const
+ {
+ return m_familySize;
+ }
+
+ const BlastAsset& getBlastAsset()
+ {
+ return m_blastAsset;
+ }
+
+ void resetStress();
+
+ void refreshStressSolverSettings();
+
+ void reloadStressSolver();
+
+
+ //////// consts ////////
+
+ static const float BOND_HEALTH_MAX;
+
+
+ //////// settings ////////
+
+ struct Settings
+ {
+ bool stressSolverEnabled;
+ ExtStressSolverSettings stressSolverSettings;
+ bool stressDamageEnabled;
+ NvBlastExtMaterial material;
+ };
+
+ void setSettings(const Settings& settings);
+
+ const Settings& getSettings() const
+ {
+ return m_settings;
+ }
+
+
+ //////// dtor ////////
+
+ virtual ~BlastFamily();
+
+protected:
+
+ //////// ctor ////////
+
+ BlastFamily(PhysXController& physXController, ExtPxManager& pxManager, const BlastAsset& blastAsset);
+
+ void initialize(const BlastAsset::ActorDesc& desc);
+
+
+ //////// internal virtual callbacks ////////
+
+ virtual void onActorCreated(const ExtPxActor& actor) = 0;
+ virtual void onActorUpdate(const ExtPxActor& actor) = 0;
+ virtual void onActorDestroyed(const ExtPxActor& actor) = 0;
+ virtual void onActorHealthUpdate(const ExtPxActor& pxActor) {};
+
+ virtual void onUpdate() {}
+
+
+ //////// protected data ////////
+
+ PhysXController& m_physXController;
+ ExtPxManager& m_pxManager;
+ const BlastAsset& m_blastAsset;
+
+private:
+
+ //////// physics listener ////////
+
+ class PxManagerListener : public ExtPxListener
+ {
+ public:
+ PxManagerListener(BlastFamily* family) : m_family(family) {}
+
+ virtual void onActorCreated(ExtPxFamily& family, ExtPxActor& actor)
+ {
+ m_family->processActorCreated(family, actor);
+
+ }
+
+ virtual void onActorDestroyed(ExtPxFamily& family, ExtPxActor& actor)
+ {
+ m_family->processActorDestroyed(family, actor);
+ }
+ private:
+ BlastFamily* m_family;
+ };
+
+ friend class PxManagerListener;
+
+ //////// private methods ////////
+
+ void processActorCreated(ExtPxFamily&, ExtPxActor& actor);
+ void processActorDestroyed(ExtPxFamily&, ExtPxActor& actor);
+
+
+ //////// private data ////////
+
+ TkFamily* m_tkFamily;
+ ExtPxFamily* m_pxFamily;
+ PxManagerListener m_listener;
+ Settings m_settings;
+ size_t m_familySize;
+ uint32_t m_totalVisibleChunkCount;
+ ExtStressSolver* m_stressSolver;
+ double m_stressSolveTime;
+ std::set<ExtPxActor*> m_actors;
+ std::set<const ExtPxActor*> m_actorsToUpdateHealth;
+};
+
+
+#endif //BLAST_FAMILY_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamilyBoxes.cpp b/NvBlast/samples/SampleBase/blast/BlastFamilyBoxes.cpp
new file mode 100644
index 0000000..e8b7b27
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastFamilyBoxes.cpp
@@ -0,0 +1,92 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+
+#include "BlastFamilyBoxes.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastExtPxActor.h"
+#include "BlastAssetBoxes.h"
+#include "Renderer.h"
+#include "PhysXController.h"
+#include "RenderUtils.h"
+#include "PxRigidDynamic.h"
+
+using namespace physx;
+
+
+BlastFamilyBoxes::BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc)
+ : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer)
+{
+ // prepare renderables
+ IRenderMesh* boxRenderMesh = renderer.getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box);
+ RenderMaterial* primitiveRenderMaterial = physXController.getPrimitiveRenderMaterial();
+
+ const ExtPxAsset* pxAsset = m_blastAsset.getPxAsset();
+ const uint32_t chunkCount = pxAsset->getChunkCount();
+ const ExtPxChunk* chunks = pxAsset->getChunks();
+ const ExtPxSubchunk* subChunks = pxAsset->getSubchunks();
+ m_chunkRenderables.resize(chunkCount);
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ Renderable* renderable = renderer.createRenderable(*boxRenderMesh, *primitiveRenderMaterial);
+ renderable->setHidden(true);
+ renderable->setScale(subChunks[chunks[i].firstSubchunkIndex].geometry.scale.scale);
+ m_chunkRenderables[i] = renderable;
+ }
+
+ // initialize in position
+ initialize(desc);
+}
+
+BlastFamilyBoxes::~BlastFamilyBoxes()
+{
+ for (uint32_t i = 0; i < m_chunkRenderables.size(); i++)
+ {
+ m_renderer.removeRenderable(m_chunkRenderables[i]);
+ }
+}
+
+void BlastFamilyBoxes::onActorCreated(const ExtPxActor& actor)
+{
+ DirectX::XMFLOAT4 color = getRandomPastelColor();
+
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ const uint32_t chunkIndex = chunkIndices[i];
+ m_chunkRenderables[chunkIndex]->setHidden(false);
+ m_chunkRenderables[chunkIndex]->setColor(color);
+ }
+}
+
+void BlastFamilyBoxes::onActorUpdate(const ExtPxActor& actor)
+{
+ const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks();
+ const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks();
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ const uint32_t chunkIndex = chunkIndices[i];
+ m_chunkRenderables[chunkIndex]->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform);
+ }
+}
+
+void BlastFamilyBoxes::onActorDestroyed(const ExtPxActor& actor)
+{
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ m_chunkRenderables[chunkIndices[i]]->setHidden(true);
+ }
+
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamilyBoxes.h b/NvBlast/samples/SampleBase/blast/BlastFamilyBoxes.h
new file mode 100644
index 0000000..1f70451
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastFamilyBoxes.h
@@ -0,0 +1,37 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_FAMILY_BOXES
+#define BLAST_FAMILY_BOXES
+
+#include "BlastFamily.h"
+
+class BlastAssetBoxes;
+class Renderable;
+
+
+class BlastFamilyBoxes : public BlastFamily
+{
+public:
+ BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc);
+ virtual ~BlastFamilyBoxes();
+
+protected:
+ virtual void onActorCreated(const ExtPxActor& actor);
+ virtual void onActorUpdate(const ExtPxActor& actor);
+ virtual void onActorDestroyed(const ExtPxActor& actor);
+
+private:
+ Renderer& m_renderer;
+ std::vector<Renderable*> m_chunkRenderables;
+};
+
+
+#endif //BLAST_FAMILY_BOXES \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp
new file mode 100644
index 0000000..858758f
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp
@@ -0,0 +1,335 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastFamilyModelSimple.h"
+#include "RenderUtils.h"
+#include "DeviceManager.h"
+#include "Renderer.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastExtPxActor.h"
+#include "NvBlastTkActor.h"
+#include "NvBlastTkAsset.h"
+#include "PxRigidDynamic.h"
+
+using namespace physx;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// SimpleRenderMesh
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+class SimpleRenderMesh : public IRenderMesh
+{
+public:
+ SimpleRenderMesh(const SimpleMesh* mesh) : m_mesh(mesh)
+ {
+ m_device = GetDeviceManager()->GetDevice();
+
+ m_inputDesc.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ m_inputDesc.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ m_inputDesc.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+
+ m_numVertices = static_cast<uint32_t>(mesh->vertices.size());
+ m_numFaces = static_cast<uint32_t>(mesh->indices.size());
+
+ // VB
+ {
+ D3D11_SUBRESOURCE_DATA vertexBufferData;
+ ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
+ vertexBufferData.pSysMem = mesh->vertices.data();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices;
+ bufferDesc.CPUAccessFlags = 0;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+
+ V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer));
+ }
+
+ // Health Buffer
+ {
+ // fill with 1.0f initially
+ std::vector<float> healths(mesh->vertices.size());
+ std::fill(healths.begin(), healths.end(), 1.0f);
+
+ D3D11_SUBRESOURCE_DATA vertexBufferData;
+ ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
+ vertexBufferData.pSysMem = healths.data();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices);
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+
+ V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer));
+ }
+
+ // IB
+ if (m_numFaces)
+ {
+ D3D11_SUBRESOURCE_DATA indexBufferData;
+
+ ZeroMemory(&indexBufferData, sizeof(indexBufferData));
+ indexBufferData.pSysMem = mesh->indices.data();
+
+ D3D11_BUFFER_DESC bufferDesc;
+
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc.ByteWidth = sizeof(uint16_t) * m_numFaces;
+ bufferDesc.CPUAccessFlags = 0;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+
+ V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer));
+ }
+ }
+
+ ~SimpleRenderMesh()
+ {
+ SAFE_RELEASE(m_healthBuffer);
+ SAFE_RELEASE(m_vertexBuffer);
+ SAFE_RELEASE(m_indexBuffer);
+ }
+
+
+ void render(ID3D11DeviceContext& context) const
+ {
+ context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ UINT strides[2] = { sizeof(SimpleMesh::Vertex), sizeof(uint32_t) };
+ UINT offsets[2] = { 0 };
+ ID3D11Buffer* buffers[2] = { m_vertexBuffer, m_healthBuffer };
+ context.IASetVertexBuffers(0, 2, buffers, strides, offsets);
+
+
+ context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
+
+ if (m_indexBuffer)
+ context.DrawIndexed(m_numFaces, 0, 0);
+ else
+ context.Draw(m_numVertices, 0);
+ }
+
+ const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; }
+
+ const SimpleMesh* getMesh() { return m_mesh; }
+
+ void updateHealths(const std::vector<float>& healths)
+ {
+ ID3D11DeviceContext* context;
+ m_device->GetImmediateContext(&context);
+
+ // update buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedRead;
+ V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
+ memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size());
+ context->Unmap(m_healthBuffer, 0);
+ }
+
+ }
+
+
+private:
+
+ ID3D11Device* m_device;
+
+ ID3D11Buffer* m_vertexBuffer;
+ ID3D11Buffer* m_healthBuffer;
+ ID3D11Buffer* m_indexBuffer;
+ uint32_t m_numFaces;
+ uint32_t m_numVertices;
+
+ std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc;
+
+ const SimpleMesh* m_mesh;
+};
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// BlastFamilyModelSimple
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc)
+ : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer)
+{
+ // materials
+ auto materials = blastAsset.getRenderMaterials();
+
+ // model
+ const BlastModel& model = blastAsset.getModel();
+
+ // create render mesh for every BlastModel::Chunk::Mesh and renderable with it
+ const std::vector<BlastModel::Chunk>& modelChunks = model.chunks;
+ m_chunks.resize(modelChunks.size());
+ for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++)
+ {
+ const std::vector<BlastModel::Chunk::Mesh>& meshes = modelChunks[chunkIndex].meshes;
+ std::vector<SimpleRenderMesh*>& renderMeshes = m_chunks[chunkIndex].renderMeshes;
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ renderMeshes.resize(meshes.size());
+ renderables.resize(meshes.size());
+ for (uint32_t i = 0; i < meshes.size(); i++)
+ {
+ renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh);
+
+ uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex;
+ Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *materials[materialIndex]);
+ renderable->setHidden(true);
+ renderables[i] = renderable;
+
+ }
+ }
+
+ // initialize in position
+ initialize(desc);
+}
+
+BlastFamilyModelSimple::~BlastFamilyModelSimple()
+{
+ // release all chunks
+ for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++)
+ {
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++)
+ {
+ m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]);
+ SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]);
+ }
+ }
+}
+
+void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor)
+{
+ // separate color for every material
+ std::vector<DirectX::XMFLOAT4> colors;
+
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ uint32_t chunkIndex = chunkIndices[i];
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ for (uint32_t r = 0; r < renderables.size(); r++)
+ {
+ if (colors.size() <= r)
+ colors.push_back(getRandomPastelColor());
+
+ renderables[r]->setHidden(false);
+ renderables[r]->setColor(colors[r]);
+ }
+ }
+}
+
+void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor)
+{
+ const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks();
+ const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks();
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ uint32_t chunkIndex = chunkIndices[i];
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ for (Renderable* r : renderables)
+ {
+ r->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform);
+ }
+ }
+}
+
+void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor)
+{
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ uint32_t chunkIndex = chunkIndices[i];
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ for (Renderable* r : renderables)
+ {
+ r->setHidden(true);
+ }
+ }
+}
+
+void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor)
+{
+ TkActor& tkActor = actor.getTkActor();
+ const TkAsset* tkAsset = tkActor.getAsset();
+
+ const float* bondHealths = tkActor.getBondHealths();
+ uint32_t nodeCount = tkActor.getGraphNodeCount();
+ if (nodeCount == 0) // subsupport chunks don't have graph nodes
+ return;
+
+ std::vector<uint32_t> nodes(tkActor.getGraphNodeCount());
+ tkActor.getGraphNodeIndices(nodes.data(), static_cast<uint32_t>(nodes.size()));
+
+ const NvBlastChunk* chunks = tkAsset->getChunks();
+ const NvBlastBond* bonds = tkAsset->getBonds();
+
+ const NvBlastSupportGraph graph = tkAsset->getGraph();
+
+ std::vector<float> healthBuffer;
+
+ for (uint32_t node0 : nodes)
+ {
+ uint32_t chunkIndex = graph.chunkIndices[node0];
+
+ if (chunkIndex >= m_chunks.size())
+ continue;
+
+ std::vector<SimpleRenderMesh*>& meshes = m_chunks[chunkIndex].renderMeshes;
+ const auto& renderables = m_chunks[chunkIndex].renderables;
+ for (uint32_t i = 0; i < meshes.size(); ++i)
+ {
+ if(renderables[i]->isHidden())
+ continue;
+
+ SimpleRenderMesh* renderMesh = meshes[i];
+
+ const SimpleMesh* mesh = renderMesh->getMesh();
+ healthBuffer.resize(mesh->vertices.size());
+
+ for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++)
+ {
+ PxVec3 position = mesh->vertices[vertexIndex].position;
+ float health = 0.0f;
+ float healthDenom = 0.0f;
+
+ for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++)
+ {
+ uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex];
+ uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex];
+ float bondHealth = PxClamp(bondHealths[bondIndex] / BOND_HEALTH_MAX, 0.0f, 1.0f);
+ const NvBlastBond& solverBond = bonds[bondIndex];
+ const PxVec3& centroid = reinterpret_cast<const PxVec3&>(solverBond.centroid);
+
+ float factor = 1.0f / (centroid - position).magnitudeSquared();
+
+ health += bondHealth * factor;
+ healthDenom += factor;
+ }
+
+ healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f;
+ }
+
+ renderMesh->updateHealths(healthBuffer);
+ }
+ }
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.h b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.h
new file mode 100644
index 0000000..7816690
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.h
@@ -0,0 +1,52 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_FAMILY_MODEL_SIMPLE_H
+#define BLAST_FAMILY_MODEL_SIMPLE_H
+
+#include "BlastFamily.h"
+#include "BlastAssetModelSimple.h"
+
+class SimpleRenderMesh;
+class Renderable;
+class Renderer;
+
+class BlastFamilyModelSimple : public BlastFamily
+{
+public:
+ //////// ctor ////////
+
+ BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc);
+ virtual ~BlastFamilyModelSimple();
+
+protected:
+ //////// abstract implementation ////////
+
+ virtual void onActorCreated(const ExtPxActor& actor);
+ virtual void onActorUpdate(const ExtPxActor& actor);
+ virtual void onActorDestroyed(const ExtPxActor& actor);
+ virtual void onActorHealthUpdate(const ExtPxActor& pxActor);
+
+private:
+ //////// internal data ////////
+
+ Renderer& m_renderer;
+
+ struct Chunk
+ {
+ std::vector<SimpleRenderMesh*> renderMeshes;
+ std::vector<Renderable*> renderables;
+ };
+
+ std::vector<Chunk> m_chunks;
+};
+
+
+#endif //BLAST_FAMILY_MODEL_SIMPLE_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamilyModelSkinned.cpp b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSkinned.cpp
new file mode 100644
index 0000000..c0731d5
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSkinned.cpp
@@ -0,0 +1,167 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastFamilyModelSkinned.h"
+#include "RenderUtils.h"
+#include "Renderer.h"
+#include "SkinnedRenderMesh.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastExtPxActor.h"
+#include "NvBlastTkActor.h"
+#include "PxRigidDynamic.h"
+
+using namespace physx;
+
+BlastFamilyModelSkinned::BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc)
+ : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer), m_visibleActorsDirty(true)
+{
+ // materials
+ auto materials = blastAsset.getRenderMaterials();
+
+ const BlastModel& model = blastAsset.getModel();
+
+ // finalize (create) sub model
+ auto finalizeSubModelFunction = [&](SubModel* subModel, std::vector<const SimpleMesh*>& subModelMeshes, RenderMaterial& renderMaterial)
+ {
+ subModel->skinnedRenderMesh = new SkinnedRenderMesh(subModelMeshes);
+ subModel->renderable = renderer.createRenderable(*subModel->skinnedRenderMesh, renderMaterial);
+ subModel->renderable->setColor(getRandomPastelColor());
+ };
+
+ // create at least one submodel per every material (if mesh count is too high, more then one sub model per material to be created)
+ SubModel* subModel = nullptr;
+ std::vector<const SimpleMesh*> subModelMeshes;
+ subModelMeshes.reserve(model.chunks.size());
+ for (uint32_t materialIndex = 0; materialIndex < model.materials.size(); materialIndex++)
+ {
+ for (uint32_t chunkIndex = 0; chunkIndex < model.chunks.size(); chunkIndex++)
+ {
+ const BlastModel::Chunk& chunk = model.chunks[chunkIndex];
+ for (const BlastModel::Chunk::Mesh& mesh : chunk.meshes)
+ {
+ if (mesh.materialIndex == materialIndex)
+ {
+ // init new submodel?
+ if (subModel == nullptr)
+ {
+ m_subModels.push_back(SubModel());
+ subModel = &m_subModels.back();
+ subModel->chunkIdToBoneMap.resize(model.chunks.size());
+ std::fill(subModel->chunkIdToBoneMap.begin(), subModel->chunkIdToBoneMap.end(), SubModel::INVALID_BONE_ID);
+ subModelMeshes.clear();
+ }
+
+ // add mesh to map and list
+ subModel->chunkIdToBoneMap[chunkIndex] = (uint32_t)subModelMeshes.size();
+ subModelMeshes.push_back(&(mesh.mesh));
+
+ // mesh reached limit?
+ if (subModelMeshes.size() == SkinnedRenderMesh::MeshesCountMax)
+ {
+ finalizeSubModelFunction(subModel, subModelMeshes, *materials[materialIndex]);
+ subModel = nullptr;
+ }
+ }
+ }
+ }
+
+ // finalize subModel for this material
+ if (subModel && subModelMeshes.size() > 0)
+ {
+ finalizeSubModelFunction(subModel, subModelMeshes, *materials[materialIndex]);
+ subModel = nullptr;
+ }
+ }
+
+ // reserve for scratch
+ m_visibleBones.reserve(model.chunks.size());
+ m_visibleBoneTransforms.reserve(model.chunks.size());
+
+ // initialize in position
+ initialize(desc);
+}
+
+BlastFamilyModelSkinned::~BlastFamilyModelSkinned()
+{
+ for (uint32_t subModelIndex = 0; subModelIndex < m_subModels.size(); subModelIndex++)
+ {
+ m_renderer.removeRenderable(m_subModels[subModelIndex].renderable);
+ SAFE_DELETE(m_subModels[subModelIndex].skinnedRenderMesh);
+ }
+}
+
+void BlastFamilyModelSkinned::onActorCreated(const ExtPxActor& actor)
+{
+ m_visibleActors.insert(&actor);
+ m_visibleActorsDirty = true;
+}
+
+void BlastFamilyModelSkinned::onActorUpdate(const ExtPxActor& actor)
+{
+}
+
+void BlastFamilyModelSkinned::onActorDestroyed(const ExtPxActor& actor)
+{
+ m_visibleActors.erase(&actor);
+ m_visibleActorsDirty = true;
+}
+
+void BlastFamilyModelSkinned::onUpdate()
+{
+ // visible actors changed this frame?
+ if (m_visibleActorsDirty)
+ {
+ for (const SubModel& model : m_subModels)
+ {
+ // pass visible chunks list to render mesh
+ m_visibleBones.clear();
+ for (const ExtPxActor* actor : m_visibleActors)
+ {
+ const uint32_t* chunkIndices = actor->getChunkIndices();
+ uint32_t chunkCount = actor->getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; ++i)
+ {
+ uint32_t chunkIndex = chunkIndices[i];
+ uint32_t boneIndex = model.chunkIdToBoneMap[chunkIndex];
+ if (boneIndex != SubModel::INVALID_BONE_ID)
+ {
+ m_visibleBones.push_back(boneIndex);
+ }
+ }
+ }
+ model.skinnedRenderMesh->updateVisibleMeshes(m_visibleBones);
+ }
+
+ m_visibleActorsDirty = false;
+ }
+
+ // update and pass chunk transforms
+ const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks();
+ const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks();
+ for (const SubModel& model : m_subModels)
+ {
+ m_visibleBoneTransforms.clear();
+ for (const ExtPxActor* actor : m_visibleActors)
+ {
+ const uint32_t* chunkIndices = actor->getChunkIndices();
+ uint32_t chunkCount = actor->getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; ++i)
+ {
+ uint32_t chunkIndex = chunkIndices[i];
+ uint32_t boneIndex = model.chunkIdToBoneMap[chunkIndex];
+ if (boneIndex != SubModel::INVALID_BONE_ID)
+ {
+ m_visibleBoneTransforms.push_back(PxMat44(actor->getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform));
+ }
+ }
+ }
+ model.skinnedRenderMesh->updateVisibleMeshTransforms(m_visibleBoneTransforms);
+ }
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamilyModelSkinned.h b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSkinned.h
new file mode 100644
index 0000000..aeb9353
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSkinned.h
@@ -0,0 +1,63 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_FAMILY_MODEL_SKINNED_H
+#define BLAST_FAMILY_MODEL_SKINNED_H
+
+#include "BlastFamily.h"
+#include "BlastAssetModelSkinned.h"
+
+class SkinnedRenderMesh;
+class Renderable;
+
+class BlastFamilyModelSkinned : public BlastFamily
+{
+public:
+ //////// ctor ////////
+
+ BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc);
+ virtual ~BlastFamilyModelSkinned();
+
+protected:
+ //////// abstract implementation ////////
+
+ virtual void onActorCreated(const ExtPxActor& actor);
+ virtual void onActorUpdate(const ExtPxActor& actor);
+ virtual void onActorDestroyed(const ExtPxActor& actor);
+
+ virtual void onUpdate();
+
+private:
+ //////// internal data ////////
+
+ Renderer& m_renderer;
+
+ struct SubModel
+ {
+ static const uint32_t INVALID_BONE_ID = ~(uint32_t)0;
+
+ Renderable* renderable = nullptr;
+ SkinnedRenderMesh* skinnedRenderMesh = nullptr;
+ std::vector<uint32_t> chunkIdToBoneMap;
+ };
+ std::vector<SubModel> m_subModels;
+
+ std::set<const ExtPxActor*> m_visibleActors;
+ bool m_visibleActorsDirty;
+
+ //////// scratch buffers ////////
+
+ std::vector<uint32_t> m_visibleBones;
+ std::vector<PxMat44> m_visibleBoneTransforms;
+
+};
+
+
+#endif //BLAST_FAMILY_MODEL_SKINNED_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastModel.cpp b/NvBlast/samples/SampleBase/blast/BlastModel.cpp
new file mode 100644
index 0000000..88ddf3c
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastModel.cpp
@@ -0,0 +1,160 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastModel.h"
+
+#define TINYOBJLOADER_IMPLEMENTATION
+#include "tiny_obj_loader.h"
+
+
+using namespace physx;
+
+BlastModelPtr BlastModel::loadFromFileTinyLoader(const char* path)
+{
+ std::shared_ptr<BlastModel> model = std::shared_ptr<BlastModel>(new BlastModel());
+
+ std::vector<tinyobj::shape_t> shapes;
+ std::vector<tinyobj::material_t> mats;
+ std::string err;
+ std::string mtlPath;
+ for (size_t i = strnlen(path, 255) - 1; i >= 0; --i)
+ {
+ if (path[i] == '\\')
+ {
+ mtlPath.resize(i + 2, 0);
+ strncpy(&mtlPath[0], path, i + 1);
+ break;
+ }
+ }
+
+
+ bool ret = tinyobj::LoadObj(shapes, mats, err, path, mtlPath.data());
+
+ // can't load?
+ if (!ret)
+ return false;
+
+ // one submodel per material
+ uint32_t materialsCount = (uint32_t)mats.size();
+ model->materials.resize(materialsCount);
+
+ // fill submodel materials
+ for (uint32_t i = 0; i < materialsCount; i++)
+ {
+ tinyobj::material_t *pMaterial = &mats[i];
+
+ if (!pMaterial->diffuse_texname.empty())
+ {
+ model->materials[i].diffuseTexture = pMaterial->diffuse_texname;
+ }
+ }
+
+ // estimate
+ model->chunks.reserve(shapes.size() / materialsCount + 1);
+
+ if (shapes.size() > 0)
+ {
+ uint32_t meshIndex = 0;
+ for (uint32_t m = 0; m < shapes.size(); m++)
+ {
+ tinyobj::shape_t& pMesh = shapes[m];
+ uint32_t materialIndex;
+ uint32_t chunkIndex;
+ sscanf(pMesh.name.data(), "%d_%d", &chunkIndex, &materialIndex);
+ if (model->chunks.size() <= chunkIndex)
+ {
+ model->chunks.resize(chunkIndex + 1);
+ }
+ model->chunks[chunkIndex].meshes.push_back(Chunk::Mesh());
+ Chunk::Mesh& mesh = model->chunks[chunkIndex].meshes.back();
+
+ mesh.materialIndex = materialIndex;
+ SimpleMesh& chunkMesh = mesh.mesh;
+
+ PxVec3 emin(FLT_MAX, FLT_MAX, FLT_MAX);
+ PxVec3 emax(FLT_MIN, FLT_MIN, FLT_MIN);
+
+
+
+ // create an index buffer
+ chunkMesh.indices.resize(pMesh.mesh.indices.size());
+
+ // Check if all faces are triangles
+ bool allTriangles = true;
+ for (uint32_t i = 0; i < pMesh.mesh.num_vertices.size(); ++i)
+ {
+ if (pMesh.mesh.num_vertices[i] != 3)
+ {
+ allTriangles = false;
+ break;
+ }
+ }
+
+ if (pMesh.mesh.indices.size() > 0 && allTriangles)
+ {
+ for (uint32_t i = 0; i < pMesh.mesh.indices.size(); i += 3)
+ {
+ chunkMesh.indices[i] = (uint16_t)pMesh.mesh.indices[i + 2];
+ chunkMesh.indices[i + 1] = (uint16_t)pMesh.mesh.indices[i + 1];
+ chunkMesh.indices[i + 2] = (uint16_t)pMesh.mesh.indices[i];
+ }
+ }
+ // create vertex buffer
+ chunkMesh.vertices.resize(pMesh.mesh.positions.size() / 3);
+ // copy positions
+ uint32_t indexer = 0;
+ for (uint32_t i = 0; i < pMesh.mesh.positions.size() / 3; i++)
+ {
+ chunkMesh.vertices[i].position.x = pMesh.mesh.positions[indexer];
+ chunkMesh.vertices[i].position.y = pMesh.mesh.positions[indexer + 1];
+ chunkMesh.vertices[i].position.z = pMesh.mesh.positions[indexer + 2];
+ indexer += 3;
+ // calc min/max
+ emin = emin.minimum(chunkMesh.vertices[i].position);
+ emax = emax.maximum(chunkMesh.vertices[i].position);
+ }
+
+ // copy normals
+ if (pMesh.mesh.normals.size() > 0)
+ {
+ indexer = 0;
+ for (uint32_t i = 0; i < pMesh.mesh.normals.size() / 3; i++)
+ {
+ chunkMesh.vertices[i].normal.x = pMesh.mesh.normals[indexer];
+ chunkMesh.vertices[i].normal.y = pMesh.mesh.normals[indexer + 1];
+ chunkMesh.vertices[i].normal.z = pMesh.mesh.normals[indexer + 2];
+
+ indexer += 3;
+ }
+ }
+
+ // copy uv
+ if (pMesh.mesh.texcoords.size() > 0)
+ {
+ indexer = 0;
+ for (uint32_t i = 0; i < pMesh.mesh.texcoords.size() / 2; i++)
+ {
+ chunkMesh.vertices[i].uv.x = pMesh.mesh.texcoords[indexer];
+ chunkMesh.vertices[i].uv.y = pMesh.mesh.texcoords[indexer + 1];
+ indexer += 2;
+ }
+ }
+
+ // assign extents
+ chunkMesh.extents = (emax - emin) * 0.5f;
+
+ // get the center
+ chunkMesh.center = emin + chunkMesh.extents;
+
+ }
+ }
+
+ return model;
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastModel.h b/NvBlast/samples/SampleBase/blast/BlastModel.h
new file mode 100644
index 0000000..2ef39f6
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastModel.h
@@ -0,0 +1,55 @@
+/*
+* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_MODEL_H
+#define BLAST_MODEL_H
+
+#include "Mesh.h"
+#include <vector>
+#include <memory>
+
+
+class BlastModel;
+typedef std::shared_ptr<const BlastModel> BlastModelPtr;
+
+/**
+BlastModel struct represents graphic model.
+Now only loading from .obj file is supported.
+Can have >=0 materials
+Every chunk can have multiple meshes (1 for every material)
+*/
+class BlastModel
+{
+public:
+ struct Material
+ {
+ std::string diffuseTexture;
+ };
+
+ struct Chunk
+ {
+ struct Mesh
+ {
+ uint32_t materialIndex;
+ SimpleMesh mesh;
+ };
+
+ std::vector<Mesh> meshes;
+ };
+
+ std::vector<Material> materials;
+ std::vector<Chunk> chunks;
+
+ static BlastModelPtr loadFromFileTinyLoader(const char* path);
+private:
+ BlastModel() {}
+};
+
+#endif // ifndef BLAST_MODEL_H \ No newline at end of file
diff --git a/NvBlast/samples/SampleBase/blast/BlastReplay.cpp b/NvBlast/samples/SampleBase/blast/BlastReplay.cpp
new file mode 100644
index 0000000..13d2b33
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastReplay.cpp
@@ -0,0 +1,160 @@
+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "BlastReplay.h"
+#include "NvBlastTk.h"
+#include "NvBlastExtPxManager.h"
+#include "NvBlastExtPxFamily.h"
+#include "SampleProfiler.h"
+
+
+using namespace std::chrono;
+
+BlastReplay::BlastReplay() : m_sync(nullptr)
+{
+ m_sync = ExtSync::create();
+ reset();
+}
+
+BlastReplay::~BlastReplay()
+{
+ m_sync->release();
+ clearBuffer();
+}
+
+void BlastReplay::addFamily(TkFamily* family)
+{
+ family->addListener(*m_sync);
+}
+
+void BlastReplay::removeFamily(TkFamily* family)
+{
+ family->removeListener(*m_sync);
+}
+
+void BlastReplay::startRecording(ExtPxManager& manager, bool syncFamily, bool syncPhysics)
+{
+ if (isRecording())
+ return;
+
+ m_sync->releaseSyncBuffer();
+
+ if (syncFamily || syncPhysics)
+ {
+ std::vector<ExtPxFamily*> families(manager.getFamilyCount());
+ manager.getFamilies(families.data(), (uint32_t)families.size());
+ for (ExtPxFamily* family : families)
+ {
+ if (syncPhysics)
+ {
+ m_sync->syncFamily(*family);
+ }
+ else if (syncFamily)
+ {
+ m_sync->syncFamily(family->getTkFamily());
+ }
+ }
+ }
+
+ m_isRecording = true;
+}
+
+void BlastReplay::stopRecording()
+{
+ if (!isRecording())
+ return;
+
+ const ExtSyncEvent*const* buffer;
+ uint32_t size;
+ m_sync->acquireSyncBuffer(buffer, size);
+
+ clearBuffer();
+ m_buffer.resize(size);
+ for (uint32_t i = 0; i < size; ++i)
+ {
+ m_buffer[i] = buffer[i]->clone();
+ }
+
+ // TODO: sort by ts ? make sure?
+ //m_buffer.sort
+
+ m_sync->releaseSyncBuffer();
+
+ m_isRecording = false;
+}
+
+void BlastReplay::startPlayback(ExtPxManager& manager, TkGroup* group)
+{
+ if (isPlaying() || !hasRecord())
+ return;
+
+ m_isPlaying = true;
+ m_startTime = steady_clock::now();
+ m_nextEventIndex = 0;
+ m_firstEventTs = m_buffer[0]->timestamp;
+ m_pxManager = &manager;
+ m_group = group;
+}
+
+void BlastReplay::stopPlayback()
+{
+ if (!isPlaying())
+ return;
+
+ m_isPlaying = false;
+ m_pxManager = nullptr;
+ m_group = nullptr;
+}
+
+void BlastReplay::update()
+{
+ if (isPlaying())
+ {
+ PROFILER_SCOPED_FUNCTION();
+
+ auto now = steady_clock::now();
+ auto mil = duration_cast<milliseconds>((now - m_startTime));
+ bool stop = true;
+ while (m_nextEventIndex < m_buffer.size())
+ {
+ const ExtSyncEvent* e = m_buffer[m_nextEventIndex];
+ auto t = e->timestamp - m_firstEventTs;
+ if (t < (uint64_t)mil.count())
+ {
+ m_sync->applySyncBuffer(m_pxManager->getFramework(), &e, 1, m_group, m_pxManager);
+ m_nextEventIndex++;
+ }
+ else
+ {
+ stop = false;
+ break;
+ }
+ }
+
+ if (stop)
+ stopPlayback();
+ }
+}
+
+void BlastReplay::reset()
+{
+ m_isPlaying = false;
+ m_isRecording = false;
+ m_sync->releaseSyncBuffer();
+}
+
+void BlastReplay::clearBuffer()
+{
+ for (auto e : m_buffer)
+ {
+ e->release();
+ }
+ m_buffer.clear();
+}
diff --git a/NvBlast/samples/SampleBase/blast/BlastReplay.h b/NvBlast/samples/SampleBase/blast/BlastReplay.h
new file mode 100644
index 0000000..a85c996
--- /dev/null
+++ b/NvBlast/samples/SampleBase/blast/BlastReplay.h
@@ -0,0 +1,75 @@
+/*
+* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef BLAST_REPLAY_H
+#define BLAST_REPLAY_H
+
+#include "NvBlastExtSync.h"
+#include <chrono>
+
+using namespace Nv::Blast;
+
+class BlastReplay
+{
+public:
+ BlastReplay();
+ ~BlastReplay();
+
+ bool isRecording() const
+ {
+ return m_isRecording;
+ }
+
+ bool isPlaying() const
+ {
+ return m_isPlaying;
+ }
+
+ bool hasRecord() const
+ {
+ return m_buffer.size() > 0;
+ }
+
+ size_t getEventCount() const
+ {
+ return isRecording() ? m_sync->getSyncBufferSize() : m_buffer.size();
+ }
+
+ uint32_t getCurrentEventIndex() const
+ {
+ return m_nextEventIndex;
+ }
+
+ void addFamily(TkFamily* family);
+ void removeFamily(TkFamily* family);
+
+ void startRecording(ExtPxManager& manager, bool syncFamily, bool syncPhysics);
+ void stopRecording();
+ void startPlayback(ExtPxManager& manager, TkGroup* group);
+ void stopPlayback();
+ void update();
+ void reset();
+
+private:
+ void clearBuffer();
+
+ ExtPxManager* m_pxManager;
+ TkGroup* m_group;
+ std::chrono::steady_clock::time_point m_startTime;
+ uint64_t m_firstEventTs;
+ uint32_t m_nextEventIndex;
+ bool m_isRecording;
+ bool m_isPlaying;
+ ExtSync* m_sync;
+ std::vector<ExtSyncEvent*> m_buffer;
+};
+
+
+#endif // ifndef BLAST_REPLAY_H \ No newline at end of file