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| author | Bryan Galdrikian <[email protected]> | 2017-10-24 15:25:02 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-10-24 15:25:02 -0700 |
| commit | b0c11962f6012430da3bcaa2727288046b33d648 (patch) | |
| tree | cf13338fa4fd7072badf64f751f94abeeb437003 /sdk/extensions/shaders/source/NvBlastExtDamageAcceleratorInternal.h | |
| parent | linux build fix - all configs (diff) | |
| download | blast-b0c11962f6012430da3bcaa2727288046b33d648.tar.xz blast-b0c11962f6012430da3bcaa2727288046b33d648.zip | |
Changes for 1.1.1
See README.md
Diffstat (limited to 'sdk/extensions/shaders/source/NvBlastExtDamageAcceleratorInternal.h')
| -rw-r--r-- | sdk/extensions/shaders/source/NvBlastExtDamageAcceleratorInternal.h | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/sdk/extensions/shaders/source/NvBlastExtDamageAcceleratorInternal.h b/sdk/extensions/shaders/source/NvBlastExtDamageAcceleratorInternal.h new file mode 100644 index 0000000..2769f4e --- /dev/null +++ b/sdk/extensions/shaders/source/NvBlastExtDamageAcceleratorInternal.h @@ -0,0 +1,96 @@ +// 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) 2016-2017 NVIDIA Corporation. All rights reserved. + +#pragma once + +#include "NvBlastExtDamageShaders.h" +#include "PxBounds3.h" + + +namespace Nv +{ +namespace Blast +{ + + +class ExtDamageAcceleratorInternal : public NvBlastExtDamageAccelerator +{ +public: + struct QueryBondData + { + uint32_t bond; + uint32_t node0; + uint32_t node1; + }; + + class ResultCallback + { + public: + ResultCallback(QueryBondData* buffer, uint32_t count) : + m_bondBuffer(buffer), m_bondMaxCount(count), m_bondCount(0) {} + + virtual void processResults(const QueryBondData* bondBuffer, uint32_t count) = 0; + + void push(uint32_t bond, uint32_t node0, uint32_t node1) + { + m_bondBuffer[m_bondCount].bond = bond; + m_bondBuffer[m_bondCount].node0 = node0; + m_bondBuffer[m_bondCount].node1 = node1; + m_bondCount++; + if (m_bondCount == m_bondMaxCount) + { + dispatch(); + } + } + + void dispatch() + { + if (m_bondCount) + { + processResults(m_bondBuffer, m_bondCount); + m_bondCount = 0; + } + } + + private: + QueryBondData* m_bondBuffer; + uint32_t m_bondMaxCount; + + uint32_t m_bondCount; + }; + + virtual void findBondCentroidsInBounds(const physx::PxBounds3& bounds, ResultCallback& resultCallback) const = 0; + virtual void findBondSegmentsInBounds(const physx::PxBounds3& bounds, ResultCallback& resultCallback) const = 0; + virtual void findBondSegmentsPlaneIntersected(const physx::PxPlane& plane, ResultCallback& resultCallback) const = 0; + + // Non-thread safe! Multiple calls return the same memory. + virtual void* getImmediateScratch(size_t size) = 0; +}; + + +} // namespace Blast +} // namespace Nv |