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authorBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
committerBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
commite1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch)
tree9f0cfce09c71a2c27ff19589fcad6cd83504477c /sdk/lowlevel/source/NvBlastActor.h
parentfirst commit (diff)
downloadblast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz
blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
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+/*
+* 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 NVBLASTACTOR_H
+#define NVBLASTACTOR_H
+
+
+#include "NvBlastAsset.h"
+#include "NvBlastDLink.h"
+#include "NvBlastIteratorBase.h"
+#include "NvBlastSupportGraph.h"
+
+#include <cstring>
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+// Forward declarations
+class FamilyGraph;
+struct FamilyHeader;
+
+/**
+Internal implementation of solver actor.
+
+These objects are stored within the family in a single array. A pointer to a Actor class will be given
+to the user through the NvBlastActor opaque type.
+*/
+class Actor : public NvBlastActor
+{
+ friend struct FamilyHeader;
+
+ friend void updateVisibleChunksFromSupportChunk<>(Actor*, IndexDLink<uint32_t>*, uint32_t*, uint32_t, uint32_t, const NvBlastChunk*, uint32_t);
+
+public:
+ Actor() : m_familyOffset(0), m_firstVisibleChunkIndex(UINT32_MAX), m_visibleChunkCount(0), m_firstGraphNodeIndex(UINT32_MAX), m_graphNodeCount(0), m_leafChunkCount(0) {}
+
+ //////// Accessors ////////
+
+ /**
+ Find the family (see FamilyHeader) that this actor belongs to.
+
+ \return a pointer to the FamilyHeader for this actor.
+ */
+ FamilyHeader* getFamilyHeader() const;
+
+ /**
+ Utility to get the asset this actor is associated with, through its family.
+
+ \return the asset associated with this actor.
+ */
+ const Asset* getAsset() const;
+
+ /**
+ Since this object is not deleted (unless the family is deleted), we use m_familyOffset
+ to determine if the actor is valid, or "active." When no actors in an instance return isActive(),
+ it should be safe to delete the family.
+
+ \return true iff this actor is valid for use (active).
+ */
+ bool isActive() const;
+
+ /**
+ Whether or not this actor represents a subsupport chunk. If the actor contains a subsupport chunk, then it can have only that chunk.
+
+ \return true iff this actor contains a chunk which is a descendant of a support chunk.
+ */
+ bool isSubSupportChunk() const;
+
+ /**
+ Whether or not this actor represents a single support chunk. If the actor contains a single support chunk, it can have no other
+ chunks associated with it.
+
+ \return true iff this actor contains exactly one support chunk.
+ */
+ bool isSingleSupportChunk() const;
+
+ /**
+ Utility to calculate actor index.
+
+ \return the index of this actor in the FamilyHeader's getActors() array.
+ */
+ uint32_t getIndex() const;
+
+ /**
+ The number of visible chunks. This is calculated from updateVisibleChunksFromGraphNodes().
+ See also getFirstVisibleChunkIndex.
+
+ \return the number of chunks in the actor's visible chunk index list.
+ */
+ uint32_t getVisibleChunkCount() const;
+
+ /**
+ Access to visible chunk linked list for this actor. The index returned is that of a link in the FamilyHeader's getVisibleChunkIndexLinks().
+
+ \return the index of the head of the visible chunk linked list.
+ */
+ uint32_t getFirstVisibleChunkIndex() const;
+
+ /**
+ The number of graph nodes, corresponding to support chunks, for this actor.
+ See also getFirstGraphNodeIndex.
+
+ \return the number of graph nodes in the actor's graph node index list.
+ */
+ uint32_t getGraphNodeCount() const;
+
+ /**
+ The number of leaf chunks for this actor.
+
+ \return number of leaf chunks for this actor.
+ */
+ uint32_t getLeafChunkCount() const;
+
+ /**
+ Access to graph node linked list for this actor. The index returned is that of a link in the FamilyHeader's getGraphNodeIndexLinks().
+
+ \return the index of the head of the graph node linked list.
+ */
+ uint32_t getFirstGraphNodeIndex() const;
+
+ /**
+ Access to the index of the first subsupport chunk.
+
+ \return the index of the first subsupport chunk.
+ */
+ uint32_t getFirstSubsupportChunkIndex() const;
+
+ /**
+ Access to the support graph.
+
+ \return the support graph associated with this actor.
+ */
+ const SupportGraph* getGraph() const;
+
+ /**
+ Access the instance graph for islands searching.
+
+ Return the dynamic data generated for the support graph. (See FamilyGraph.)
+ This is used to store current connectivity information based upon bond and chunk healths, as well as cached intermediate data for faster incremental updates.
+ */
+ FamilyGraph* getFamilyGraph() const;
+
+ /**
+ Access to the chunks, of type NvBlastChunk.
+
+ \return an array of size m_chunkCount.
+ */
+ NvBlastChunk* getChunks() const;
+
+ /**
+ Access to the bonds, of type NvBlastBond.
+
+ \return an array of size m_bondCount.
+ */
+ NvBlastBond* getBonds() const;
+
+ /**
+ Access to the health for each support chunk and subsupport chunk, of type float.
+
+ Use getAsset()->getContiguousLowerSupportIndex() to map lower-support chunk indices into the range of indices valid for this array.
+
+ \return a float array of chunk healths.
+ */
+ float* getLowerSupportChunkHealths() const;
+
+ /**
+ Access to the start of the subsupport chunk health array.
+
+ \return the array of health values associated with all descendants of support chunks.
+ */
+ float* getSubsupportChunkHealths() const;
+
+ /**
+ Bond health for the interfaces between two chunks, of type float. Since the bond is shared by two chunks, the same bond health is used for chunk[i] -> chunk[j] as for chunk[j] -> chunk[i].
+
+ \return the array of healths associated with all bonds in the support graph.
+ */
+ float* getBondHealths() const;
+
+ /**
+ Graph node index links, of type uint32_t. The successor to index[i] is m_graphNodeIndexLinksOffset[i]. A value of invalidIndex<uint32_t>() indicates no successor.
+
+ getGraphNodeIndexLinks returns an array of size m_asset->m_graphNodeCount.
+ */
+ const uint32_t* getGraphNodeIndexLinks() const;
+
+
+ //////// Iterators ////////
+
+ /**
+ Visible chunk iterator. Usage:
+
+ Given a solver actor a,
+
+ for (Actor::VisibleChunkIt i = a; (bool)i; ++i)
+ {
+ uint32_t visibleChunkIndex = (uint32_t)i;
+
+ // visibleChunkIndex references the asset index list
+ }
+
+ */
+ class VisibleChunkIt : public DListIt<uint32_t>
+ {
+ public:
+ /** Constructed from an actor. */
+ VisibleChunkIt(const Actor& actor);
+ };
+
+ /**
+ Graph node iterator. Usage:
+
+ Given a solver actor a,
+
+ for (Actor::GraphNodeIt i = a; (bool)i; ++i)
+ {
+ uint32_t graphNodeIndex = (uint32_t)i;
+
+ // graphNodeIndex references the asset's graph node index list
+ }
+
+ */
+ class GraphNodeIt : public LListIt<uint32_t>
+ {
+ public:
+ /** Constructed from an actor. */
+ GraphNodeIt(const Actor& actor);
+ };
+
+
+ //////// Operations ////////
+
+ /**
+ Create an actor from a descriptor (creates a family). This actor will represent an unfractured instance of the asset.
+ The asset must be in a valid state, for example each chunk hierarchy in it must contain at least one support chunk (a single
+ support chunk in a hierarchy corresponds to the root chunk). This will always be the case for assets created by NvBlastCreateAsset.
+
+ \param[in] family Family in which to create a new actor. The family must be valid and have no other actors in it. (See createFamily.)
+ \param[in] desc Actor initialization data, must be a valid pointer.
+ \param[in] scratch User-supplied scratch memory of size createRequiredScratch(desc) bytes.
+ \param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
+
+ \return the new actor if the input is valid (by the conditions described above), NULL otherwise.
+ */
+ static Actor* create(NvBlastFamily* family, const NvBlastActorDesc* desc, void* scratch, NvBlastLog logFn);
+
+ /**
+ Returns the size of the scratch space (in bytes) required to be passed into the create function, based upon
+ the family that will be passed to the create function.
+
+ \param[in] family The family being instanced.
+
+ \return the number of bytes required.
+ */
+ static size_t createRequiredScratch(const NvBlastFamily* family);
+
+ /**
+ Deserialize a single Actor from a buffer. An actor family must given, into which
+ the actor will be inserted if it is compatible. That is, it must not share any chunks or internal
+ IDs with the actors already present in the block.
+
+ \param[in] family Family in which to deserialize the actor.
+ \param[in] buffer Buffer containing the serialized actor data.
+ \param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
+
+ \return the deserialized actor if successful, NULL otherwise.
+ */
+ static Actor* deserialize(NvBlastFamily* family, const void* buffer, NvBlastLog logFn);
+
+ /**
+ Serialize actor into single-actor buffer.
+
+ \param[out] buffer User-supplied buffer, must be at least of size given by NvBlastActorGetSerializationSize(actor).
+ \param[in] bufferSize The size of the user-supplied buffer. The buffer size must be less than 4GB. If NvBlastActorGetSerializationSize(actor) >= 4GB, this actor cannot be serialized with this method.
+ \param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
+
+ \return the number of bytes written to the buffer, or 0 if there is an error (such as an under-sized buffer).
+ */
+ uint32_t serialize(void* buffer, uint32_t bufferSize, NvBlastLog logFn) const;
+
+ /**
+ Calculate the space required to serialize this actor.
+
+ \param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
+
+ \return the required buffer size in bytes.
+ */
+ uint32_t serializationRequiredStorage(NvBlastLog logFn) const;
+
+ /**
+ Release this actor's association with a family, if any. This actor should be considered deleted
+ after this function is called.
+
+ \return true if release was successful (actor was active).
+ */
+ bool release();
+
+
+ //////// Damage and fracturing methods ////////
+
+ /**
+ Damage bond between two chunks by health amount (instance graph also will be notified in case bond is broken after).
+ */
+ uint32_t damageBond(uint32_t nodeIndex0, uint32_t nodeIndex1, float healthDamage);
+
+ /**
+ TODO: document
+ */
+ void damageBond(uint32_t nodeIndex0, uint32_t nodeIndex1, uint32_t bondIndex, float healthDamage);
+
+ /**
+ TODO: document
+ */
+ uint32_t damageBond(const NvBlastBondFractureData& cmd);
+
+ /**
+ See NvBlastActorGenerateFracture
+ */
+ void generateFracture(NvBlastFractureBuffers* commandBuffers, const NvBlastDamageProgram& program, const NvBlastProgramParams* programParams, NvBlastLog logFn, NvBlastTimers* timers) const;
+
+ /**
+ Hierarchically distribute damage to child chunks.
+
+ \param chunkIndex asset chunk index to hierarchically damage
+ \param suboffset index of the first sub-support health
+ \param healthDamage damage strength to apply
+ \param chunkHealths instance chunk healths
+ \param chunks asset chunk collection
+ */
+ void fractureSubSupportNoEvents(uint32_t chunkIndex, uint32_t suboffset, float healthDamage, float* chunkHealths, const NvBlastChunk* chunks);
+
+ /**
+ Hierarchically distribute damage to child chunks, recording a fracture event for each health damage applied.
+
+ If outBuffer is too small, events are dropped but the chunks are still damaged.
+
+ \param chunkIndex asset chunk index to hierarchically damage
+ \param suboffset index of the first sub-support health
+ \param healthDamage damage strength to apply
+ \param chunkHealths instance chunk healths
+ \param chunks asset chunk collection
+ \param outBuffer target buffer for fracture events
+ \param currentIndex current position in outBuffer - returns the number of damaged chunks
+ \param maxCount capacity of outBuffer
+ */
+ void fractureSubSupport(uint32_t chunkIndex, uint32_t suboffset, float healthDamage, float* chunkHealths, const NvBlastChunk* chunks, NvBlastChunkFractureData* outBuffer, uint32_t* currentIndex, const uint32_t maxCount);
+
+ /**
+ Apply chunk fracture commands hierarchically.
+
+ \param chunkFractureCount number of chunk fracture commands to apply
+ \param chunkFractures array of chunk fracture commands
+ */
+ void fractureNoEvents(uint32_t chunkFractureCount, const NvBlastChunkFractureData* chunkFractures);
+
+ /**
+ Apply chunk fracture commands hierarchically, recording a fracture event for each health damage applied.
+
+ If events array is too small, events are dropped but the chunks are still damaged.
+
+ \param chunkFractureCount number of chunk fracture commands to apply
+ \param commands array of chunk fracture commands
+ \param events target buffer for fracture events
+ \param eventsSize number of available entries in 'events'
+ \param count returns the number of damaged chunks
+ */
+ void fractureWithEvents(uint32_t chunkFractureCount, const NvBlastChunkFractureData* commands, NvBlastChunkFractureData* events, uint32_t eventsSize, uint32_t* count);
+
+ /**
+ Apply chunk fracture commands hierarchically, recording a fracture event for each health damage applied.
+
+ In-Place version: fracture commands are replaced by fracture events.
+
+ If inoutbuffer array is too small, events are dropped but the chunks are still damaged.
+
+ \param chunkFractureCount number of chunk fracture commands to apply
+ \param inoutbuffer array of chunk fracture commands to be replaced by events
+ \param eventsSize number of available entries in inoutbuffer
+ \param count returns the number of damaged chunks
+ */
+ void fractureInPlaceEvents(uint32_t chunkFractureCount, NvBlastChunkFractureData* inoutbuffer, uint32_t eventsSize, uint32_t* count);
+
+ /**
+ See NvBlastActorApplyFracture
+ */
+ void applyFracture(NvBlastFractureBuffers* eventBuffers, const NvBlastFractureBuffers* commands, NvBlastLog logFn, NvBlastTimers* timers);
+
+ /**
+ The scratch space required to call the findIslands function, or the split function, in bytes.
+
+ \return the number of bytes required.
+ */
+ size_t splitRequiredScratch() const;
+
+ /**
+ See NvBlastActorSplit
+ */
+ uint32_t split(NvBlastActorSplitEvent* result, uint32_t newActorsMaxCount, void* scratch, NvBlastLog logFn, NvBlastTimers* timers);
+
+ /**
+ Perform islands search. Bonds which are broken when their health values drop to zero (or below) may lead
+ to new islands of chunks which need to be split into new actors. This function labels all nodes in the instance
+ graph (see FamilyGraph) with a unique index per island that may be used as actor indices for new islands.
+
+ \param[in] scratch User-supplied scratch memory of size splitRequiredScratch().
+
+ \return the number of new islands found.
+ */
+ uint32_t findIslands(void* scratch);
+
+ /**
+ Partition this actor into smaller pieces.
+
+ If this actor represents a single support or subsupport chunk, then after this operation
+ this actor will released if child chunks are created (see Return value), and its pointer no longer valid for use (unless it appears in the newActors list).
+
+ This function will not split a leaf chunk actor. In that case, the actor is not destroyed and this function returns 0.
+
+ \param[in] newActors user-supplied array of actor pointers to hold the actors generated from this partitioning.
+ This array must be of size equal to the number of leaf chunks in the asset, to guarantee
+ that all actors are reported. (See AssetDataHeader::m_leafChunkCount.)
+ \param[in] newActorsSize The size of the user-supplied newActors array.
+ \param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
+
+ \return the number of new actors created. If greater than newActorsSize, some actors are not reported in the newActors array.
+ */
+ uint32_t partition(Actor** newActors, uint32_t newActorsSize, NvBlastLog logFn);
+
+ /**
+ Recalculate the visible chunk list for this actor based upon it graph node list (does not modify subsupport chunk actors)
+ */
+ void updateVisibleChunksFromGraphNodes();
+
+ /**
+ Partition this actor into smaller pieces if it is a single lower-support chunk actor. Use this function on single support or sub-support chunks.
+
+ After this operation, if successful (child chunks created, see Return value), this actor will released, and its pointer no longer valid for use.
+
+ This function will not split a leaf chunk actor. In that case, the actor is not destroyed and this function returns 0.
+
+ \param[in] newActors User-supplied array of actor pointers to hold the actors generated from this partitioning. Note: this actor will be released.
+ This array must be of size equal to the lower-support chunk's child count, to guarantee that all actors are reported.
+ \param[in] newActorsSize The size of the user-supplied newActors array.
+ \param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
+
+ \return the number of new actors created.
+ */
+ uint32_t partitionSingleLowerSupportChunk(Actor** newActors, uint32_t newActorsSize, NvBlastLog logFn);
+
+ /**
+ Partition this actor into smaller pieces. Use this function if this actor contains more than one support chunk.
+
+ After this operation, if successful, this actor will released, and its pointer no longer valid for use (unless it appears in the newActors list).
+
+ \param[in] newActors User-supplied array of actor pointers to hold the actors generated from this partitioning. Note: this actor will not be released,
+ but will hold a subset of the graph nodes that it had before the function was called.
+ This array must be of size equal to the number of graph nodes in the asset, to guarantee
+ that all actors are reported.
+ \param[in] newActorsSize The size of the user-supplied newActors array.
+ \param[in] logFn User-supplied message function (see NvBlastLog definition). May be NULL.
+
+ \return the number of new actors created.
+ */
+ uint32_t partitionMultipleGraphNodes(Actor** newActors, uint32_t newActorsSize, NvBlastLog logFn);
+
+private:
+
+ //////// Data ////////
+
+ /**
+ Offset to block of memory which holds the data associated with all actors in this actor's lineage.
+ This offset is positive. The block address is this object's pointer _minus_ the m_familyOffset.
+ This value is initialized to 0, which denotes an invalid actor. Actors should be obtained through
+ the FamilyHeader::borrowActor API, which will create a valid offset, and
+ the FamilyHeader::returnActor API, which will zero the offset.
+ */
+ uint32_t m_familyOffset;
+
+ /**
+ The index of the head of a doubly-linked list of visible chunk indices. If m_firstVisibleChunkIndex == invalidIndex<uint32_t>(),
+ then there are no visible chunks.
+ */
+ uint32_t m_firstVisibleChunkIndex;
+
+ /**
+ The number of elements in the visible chunk list.
+ */
+ uint32_t m_visibleChunkCount;
+
+ /**
+ The index of the head of a singly-linked list of graph node indices. If m_firstGraphNodeIndex == invalidIndex<uint32_t>(),
+ then there are no graph nodes.
+ */
+ uint32_t m_firstGraphNodeIndex;
+
+ /**
+ The number of elements in the graph node list.
+ */
+ uint32_t m_graphNodeCount;
+
+ /**
+ The number of leaf chunks in this actor.
+ */
+ uint32_t m_leafChunkCount;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#include "NvBlastFamily.h"
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+//////// Actor inline methods ////////
+
+NV_INLINE FamilyHeader* Actor::getFamilyHeader() const
+{
+ NVBLAST_ASSERT(isActive());
+ return (FamilyHeader*)((uintptr_t)this - (uintptr_t)m_familyOffset);
+}
+
+
+NV_INLINE const Asset* Actor::getAsset() const
+{
+ return getFamilyHeader()->m_asset;
+}
+
+
+NV_INLINE bool Actor::isActive() const
+{
+ return m_familyOffset != 0;
+}
+
+
+NV_INLINE bool Actor::isSubSupportChunk() const
+{
+ return m_graphNodeCount == 0;
+}
+
+
+NV_INLINE bool Actor::isSingleSupportChunk() const
+{
+ return m_graphNodeCount == 1;
+}
+
+
+NV_INLINE uint32_t Actor::getIndex() const
+{
+ NVBLAST_ASSERT(isActive());
+ const FamilyHeader* header = getFamilyHeader();
+ NVBLAST_ASSERT(header != nullptr);
+ const size_t index = this - header->getActors();
+ NVBLAST_ASSERT(index <= UINT32_MAX);
+ return (uint32_t)index;
+}
+
+
+NV_INLINE uint32_t Actor::getVisibleChunkCount() const
+{
+ return m_visibleChunkCount;
+}
+
+
+NV_INLINE uint32_t Actor::getFirstVisibleChunkIndex() const
+{
+ return m_firstVisibleChunkIndex;
+}
+
+
+NV_INLINE uint32_t Actor::getGraphNodeCount() const
+{
+ return m_graphNodeCount;
+}
+
+
+NV_INLINE uint32_t Actor::getLeafChunkCount() const
+{
+ return m_leafChunkCount;
+}
+
+
+NV_INLINE uint32_t Actor::getFirstGraphNodeIndex() const
+{
+ return m_firstGraphNodeIndex;
+}
+
+NV_INLINE uint32_t Actor::getFirstSubsupportChunkIndex() const
+{
+ return getAsset()->m_firstSubsupportChunkIndex;
+}
+
+NV_INLINE const SupportGraph* Actor::getGraph() const
+{
+ return &getAsset()->m_graph;
+}
+
+NV_INLINE FamilyGraph* Actor::getFamilyGraph() const
+{
+ return getFamilyHeader()->getFamilyGraph();
+}
+
+NV_INLINE NvBlastChunk* Actor::getChunks() const
+{
+ return getAsset()->getChunks();
+}
+
+NV_INLINE NvBlastBond* Actor::getBonds() const
+{
+ return getAsset()->getBonds();
+}
+
+NV_INLINE float* Actor::getLowerSupportChunkHealths() const
+{
+ return getFamilyHeader()->getLowerSupportChunkHealths();
+}
+
+NV_INLINE float* Actor::getSubsupportChunkHealths() const
+{
+ return getFamilyHeader()->getSubsupportChunkHealths();
+}
+
+NV_INLINE float* Actor::getBondHealths() const
+{
+ return getFamilyHeader()->getBondHealths();
+}
+
+NV_INLINE const uint32_t* Actor::getGraphNodeIndexLinks() const
+{
+ return getFamilyHeader()->getGraphNodeIndexLinks();
+}
+
+
+NV_INLINE bool Actor::release()
+{
+ // Do nothing if this actor is not currently active.
+ if (!isActive())
+ {
+ return false;
+ }
+
+ FamilyHeader* header = getFamilyHeader();
+
+ // Clear the graph node list
+ uint32_t* graphNodeIndexLinks = getFamilyHeader()->getGraphNodeIndexLinks();
+ while (!isInvalidIndex(m_firstGraphNodeIndex))
+ {
+ const uint32_t graphNodeIndex = m_firstGraphNodeIndex;
+ m_firstGraphNodeIndex = graphNodeIndexLinks[m_firstGraphNodeIndex];
+ graphNodeIndexLinks[graphNodeIndex] = invalidIndex<uint32_t>();
+ --m_graphNodeCount;
+ }
+ NVBLAST_ASSERT(m_graphNodeCount == 0);
+
+ const Asset* asset = getAsset();
+
+ // Clear the visible chunk list
+ IndexDLink<uint32_t>* visibleChunkIndexLinks = header->getVisibleChunkIndexLinks();
+ uint32_t* chunkActorIndices = header->getChunkActorIndices();
+ while (!isInvalidIndex(m_firstVisibleChunkIndex))
+ {
+ // Descendants of the visible actor may be accessed again if the actor is deserialized. Clear subtree.
+ for (Asset::DepthFirstIt i(*asset, m_firstVisibleChunkIndex, true); (bool)i; ++i)
+ {
+ chunkActorIndices[(uint32_t)i] = invalidIndex<uint32_t>();
+ }
+ IndexDList<uint32_t>().removeListHead(m_firstVisibleChunkIndex, visibleChunkIndexLinks);
+ --m_visibleChunkCount;
+ }
+ NVBLAST_ASSERT(m_visibleChunkCount == 0);
+
+ // Clear the leaf chunk count
+ m_leafChunkCount = 0;
+
+ // This invalidates the actor and decrements the reference count
+ header->returnActor(*this);
+
+ return true;
+}
+
+
+NV_INLINE uint32_t Actor::partition(Actor** newActors, uint32_t newActorsSize, NvBlastLog logFn)
+{
+ NVBLAST_CHECK(newActorsSize == 0 || newActors != nullptr, logFn, "Nv::Blast::Actor::partition: NULL newActors pointer array input with non-zero newActorCount.", return 0);
+
+ // Call one of two partition functions depending on the actor's support status
+ return m_graphNodeCount <= 1 ?
+ partitionSingleLowerSupportChunk(newActors, newActorsSize, logFn) : // This actor will partition into subsupport chunks
+ partitionMultipleGraphNodes(newActors, newActorsSize, logFn); // This actor will partition into support chunks
+}
+
+
+//////// Actor::VisibleChunkIt inline methods ////////
+
+NV_INLINE Actor::VisibleChunkIt::VisibleChunkIt(const Actor& actor) : DListIt<uint32_t>(actor.m_firstVisibleChunkIndex, actor.getFamilyHeader()->getVisibleChunkIndexLinks())
+{
+}
+
+
+//////// Actor::GraphNodeIt inline methods ////////
+
+NV_INLINE Actor::GraphNodeIt::GraphNodeIt(const Actor& actor) : LListIt<uint32_t>(actor.m_firstGraphNodeIndex, actor.getFamilyHeader()->getGraphNodeIndexLinks())
+{
+}
+
+} // namespace Blast
+} // namespace Nv
+
+
+/**
+Returns the closest chunk asset index for a supported actor.
+Helper functions still used in tests.
+Has become obsolete with introduction of chunkMap and its inverse.
+*/
+uint32_t NvBlastActorClosestChunk(const float point[4], const NvBlastActor* actor, NvBlastLog logFn);
+
+
+#endif // ifndef NVBLASTACTOR_H