1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
|
// 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_FAMILY_H
#define BLAST_FAMILY_H
#include "BlastAsset.h"
#include "NvBlastExtPxListener.h"
#include "NvBlastExtPxStressSolver.h"
#include "NvBlastExtDamageShaders.h"
#include <functional>
#include <set>
class DebugRenderBuffer;
namespace Nv
{
namespace Blast
{
class TkFamily;
class ExtPxManager;
}
}
namespace physx
{
class PxGeometry;
class PxTransform;
}
/**
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 ////////
bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function<void(ExtPxActor*, BlastFamily&)> hitCall);
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_AABB_TREE_CENTROIDS,
DEBUG_RENDER_AABB_TREE_SEGMENTS,
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;
}
const NvBlastExtMaterial& getMaterial() const
{
return m_settings.material;
}
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 refreshDamageAcceleratorSettings();
void reloadStressSolver();
//////// settings ////////
struct Settings
{
bool stressSolverEnabled;
ExtStressSolverSettings stressSolverSettings;
bool stressDamageEnabled;
bool damageAcceleratorEnabled;
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;
PxTransform m_initialTransform;
bool m_spawned;
size_t m_familySize;
uint32_t m_totalVisibleChunkCount;
ExtPxStressSolver* m_stressSolver;
double m_stressSolveTime;
std::set<ExtPxActor*> m_actors;
std::set<const ExtPxActor*> m_actorsToUpdateHealth;
int m_debugRenderDepth;
};
#endif //BLAST_FAMILY_H
|