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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/blast/BlastController.h618
1 files changed, 309 insertions, 309 deletions
diff --git a/samples/SampleBase/blast/BlastController.h b/samples/SampleBase/blast/BlastController.h
index f54226d..438435f 100644..100755
--- a/samples/SampleBase/blast/BlastController.h
+++ b/samples/SampleBase/blast/BlastController.h
@@ -1,309 +1,309 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and 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.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#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;
-class ExtGroupTaskManager;
-class ExtSerialization;
-}
-}
-
-
-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 ////////
-
- bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function<void(ExtPxActor*, BlastFamily&)> hitCall);
-
- bool stressDamage(ExtPxActor *actor, PxVec3 position, PxVec3 force);
-
- void deferDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc, uint32_t damageDescSize);
- void immediateDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc);
- NvBlastFractureBuffers& getFractureBuffers(ExtPxActor* actor);
-
- BlastFamilyPtr spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc);
- void removeFamily(BlastFamilyPtr actor);
- void removeAllFamilies();
-
-
- //////// 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;
-
- void notifyPhysXControllerRelease();
-
- ExtSerialization* getExtSerialization() const
- {
- return m_extSerialization;
- }
-
- //////// 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 updateImpactDamage();
-
- 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();
- }
-
-
- //////// buffer for damage ////////
-
- class FixedBuffer
- {
- public:
- FixedBuffer(const uint32_t size)
- {
- m_buffer.resize(size);
- m_index = 0;
- }
-
- void* push(const void* data, uint32_t size)
- {
- if (m_index + size > m_buffer.size())
- return nullptr;
-
- void* dst = &m_buffer[m_index];
- memcpy(dst, data, size);
- m_index += size;
- return dst;
- }
-
- void clear()
- {
- m_index = 0;
- }
-
- private:
- std::vector<char> m_buffer;
- uint32_t m_index;
- };
-
-
- //////// 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;
- ExtGroupTaskManager* m_extGroupTaskManager;
- ExtSerialization* m_extSerialization;
-
- std::vector<BlastFamilyPtr> m_families;
- DebugRenderBuffer m_debugRenderBuffer;
-
- FixedBuffer m_damageDescBuffer;
- FixedBuffer m_damageParamsBuffer;
-
- NvBlastFractureBuffers m_fractureBuffers;
- std::vector<char> m_fractureData;
-
- bool m_impactDamageEnabled;
- bool m_impactDamageUpdatePending;
- 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
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#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;
+class ExtGroupTaskManager;
+class ExtSerialization;
+}
+}
+
+
+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 ////////
+
+ bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function<void(ExtPxActor*, BlastFamily&)> hitCall);
+
+ bool stressDamage(ExtPxActor *actor, PxVec3 position, PxVec3 force);
+
+ void deferDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc, uint32_t damageDescSize);
+ void immediateDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc);
+ NvBlastFractureBuffers& getFractureBuffers(ExtPxActor* actor);
+
+ BlastFamilyPtr spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc);
+ void removeFamily(BlastFamilyPtr actor);
+ void removeAllFamilies();
+
+
+ //////// 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;
+
+ void notifyPhysXControllerRelease();
+
+ ExtSerialization* getExtSerialization() const
+ {
+ return m_extSerialization;
+ }
+
+ //////// 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 updateImpactDamage();
+
+ 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();
+ }
+
+
+ //////// buffer for damage ////////
+
+ class FixedBuffer
+ {
+ public:
+ FixedBuffer(const uint32_t size)
+ {
+ m_buffer.resize(size);
+ m_index = 0;
+ }
+
+ void* push(const void* data, uint32_t size)
+ {
+ if (m_index + size > m_buffer.size())
+ return nullptr;
+
+ void* dst = &m_buffer[m_index];
+ memcpy(dst, data, size);
+ m_index += size;
+ return dst;
+ }
+
+ void clear()
+ {
+ m_index = 0;
+ }
+
+ private:
+ std::vector<char> m_buffer;
+ uint32_t m_index;
+ };
+
+
+ //////// 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;
+ ExtGroupTaskManager* m_extGroupTaskManager;
+ ExtSerialization* m_extSerialization;
+
+ std::vector<BlastFamilyPtr> m_families;
+ DebugRenderBuffer m_debugRenderBuffer;
+
+ FixedBuffer m_damageDescBuffer;
+ FixedBuffer m_damageParamsBuffer;
+
+ NvBlastFractureBuffers m_fractureBuffers;
+ std::vector<char> m_fractureData;
+
+ bool m_impactDamageEnabled;
+ bool m_impactDamageUpdatePending;
+ 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