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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 NVBLASTTKACTOR_H
+#define NVBLASTTKACTOR_H
+
+#include "NvBlastTkObject.h"
+#include "NvBlastTypes.h"
+
+// Forward declarations
+struct NvBlastActor;
+struct NvBlastFamily;
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+// Forward declarations
+class TkAsset;
+class TkFamily;
+class TkGroup;
+class TkJoint;
+
+
+/**
+The BlastTk entity which encapsulates an NvBlastActor. Every TkActor represents a group
+of chunks which may correspond to a single physical rigid body. TkActors are created
+using TkFramework::createActor.
+*/
+class TkActor : public TkObject
+{
+public:
+ /**
+ Access to underlying low-level actor.
+
+ \return a pointer to the (const) low-level NvBlastActor object.
+ */
+ virtual const NvBlastActor* getActorLL() const = 0;
+
+ /**
+ Every actor is part of an actor family, even if that family contains a single actor.
+ This function returns a reference to the actor's TkFamily.
+
+ \return a pointer to the actor's TkFamily.
+ */
+ virtual TkFamily& getFamily() const = 0;
+
+ /**
+ Every actor has a unique index within a family. This function returns that index.
+ */
+ virtual uint32_t getIndex() const = 0;
+
+ /**
+ Actors may be part of (no more than) one group. See TkGroup for the functions to add and remove actors.
+ This function returns a pointer to the actor's group, or NULL if it is not in a group.
+ */
+ virtual TkGroup* getGroup() const = 0;
+
+ /**
+ Remove this actor from its group, if it is in one.
+
+ \return the actor's former group if successful, NULL otherwise.
+ */
+ virtual TkGroup* removeFromGroup() = 0;
+
+ /**
+ Every actor has an associated asset.
+
+ \return a pointer to the (const) TkAsset object.
+ */
+ virtual const TkAsset* getAsset() const = 0;
+
+ /**
+ Get the number of visible chunks for this actor. May be used in conjunction with getVisibleChunkIndices.
+
+ NOTE: Wrapper function over low-level function call, see NvBlastActorGetVisibleChunkCount for details.
+
+ \return the number of visible chunk indices for the actor.
+ */
+ virtual uint32_t getVisibleChunkCount() const = 0;
+
+ /**
+ Retrieve a list of visible chunk indices for the actor into the given array.
+
+ NOTE: Wrapper function over low-level function call, see NvBlastActorGetVisibleChunkIndices for details.
+
+ \param[in] visibleChunkIndices User-supplied array to be filled in with indices of visible chunks for this actor.
+ \param[in] visibleChunkIndicesSize The size of the visibleChunkIndices array. To receive all visible chunk indices, the size must be at least that given by getVisibleChunkCount().
+
+ \return the number of indices written to visibleChunkIndices. This will not exceed visibleChunkIndicesSize.
+ */
+ virtual uint32_t getVisibleChunkIndices(uint32_t* visibleChunkIndices, uint32_t visibleChunkIndicesSize) const = 0;
+
+ /**
+ Get the number of graph nodes for this actor. May be used in conjunction with getGraphNodeIndices.
+
+ NOTE: Wrapper function over low-level function call, see NvBlastActorGetGraphNodeCount for details.
+
+ \return the number of graph node indices for the actor.
+ */
+ virtual uint32_t getGraphNodeCount() const = 0;
+
+ /**
+ Retrieve a list of graph node indices for the actor into the given array.
+
+ NOTE: Wrapper function over low-level function call, see NvBlastActorGetGraphNodeIndices for details.
+
+ \param[in] graphNodeIndices User-supplied array to be filled in with indices of graph nodes for this actor.
+ \param[in] graphNodeIndicesSize The size of the graphNodeIndices array. To receive all graph node indices, the size must be at least that given by getGraphNodeCount().
+
+ \return the number of indices written to graphNodeIndices. This will not exceed graphNodeIndicesSize.
+ */
+ virtual uint32_t getGraphNodeIndices(uint32_t* graphNodeIndices, uint32_t graphNodeIndicesSize) const = 0;
+
+ /**
+ Access the bond health data for an actor.
+
+ NOTE: Wrapper function over low-level function call, see NvBlastActorGetBondHealths for details.
+
+ \return the array of bond healths for the actor's family, or NULL if the actor is invalid.
+ */
+ virtual const float* getBondHealths() const = 0;
+
+ /**
+ Returns the upper-bound number of actors which can be created by splitting this actor.
+
+ NOTE: Wrapper function over low-level function call, see NvBlastActorGetMaxActorCountForSplit for details.
+
+ \return the upper-bound number of actors which can be created by splitting this actor.
+ */
+ virtual uint32_t getSplitMaxActorCount() const = 0;
+
+ /**
+ Report whether this actor is in 'pending' state. Being in 'pending' state leads to actor being processed by group.
+
+ \return true iff actor is in 'pending' state.
+ */
+ virtual bool isPending() const = 0;
+
+ /**
+ Apply damage to this actor.
+
+ Actual damage processing is deferred till the group process() call. Sets actor in 'pending' state.
+
+ It's the user's responsibility to keep programParams pointer alive until the group sync() call.
+
+ \param[in] program A NvBlastDamageProgram containing damage shaders.
+ \param[in] programParams Parameters for the NvBlastDamageProgram.
+ */
+ virtual void damage(const NvBlastDamageProgram& program, const NvBlastProgramParams* programParams) = 0;
+
+ /**
+ Apply damage to this actor.
+
+ Actual damage processing is deferred till the group process() call. Sets actor in 'pending' state.
+
+ Damage Desc will be stacked into NvBlastProgramParams. NvBlastProgramParams will be passed into shader.
+
+ Material set on actor's family will be passed into NvBlastProgramParams.
+
+ \param[in] program A NvBlastDamageProgram containing damage shaders.
+ \param[in] damageDesc Parameters to be put in NvBlastProgramParams, have to be POD type (will be copied).
+ \param[in] descSize Size of damageDesc in bytes. Required to copy and store Damage Desc.
+ */
+ virtual void damage(const NvBlastDamageProgram& program, const void* damageDesc, uint32_t descSize) = 0;
+
+ /**
+ Apply damage to this actor.
+
+ Actual damage processing is deferred till the group process() call. Sets actor in 'pending' state.
+
+ Damage Desc will be stacked into NvBlastDamageProgram. NvBlastDamageProgram will be passed into shader.
+
+ This function overload explicitly sets a material to be passed into NvBlastProgramParams, it must be valid until the group sync() call.
+
+ \param[in] program A NvBlastDamageProgram containing damage shaders.
+ \param[in] damageDesc Parameters to be put in NvBlastDamageProgram, have to be POD type (will be copied).
+ \param[in] descSize Size of damageDesc in bytes. Required to copy and store Damage Desc.
+ \param[in] material Material to be passed into NvBlastProgramParams. Must be valid until the group sync() call.
+ */
+ virtual void damage(const NvBlastDamageProgram& program, const void* damageDesc, uint32_t descSize, const void* material) = 0;
+
+ /**
+ Creates fracture commands for the actor using an NvBlastMaterialFunction.
+
+ Cannot be called during group processing, in that case a warning will be raised and function will do nothing.
+
+ NOTE: Wrapper function over low-level function call, see NvBlastActorGenerateFracture for details.
+
+ \param[in,out] commands Target buffers to hold generated commands.
+ To avoid data loss, provide an entry for every support chunk and every bond in the original actor.
+ \param[in] program A NvBlastDamageProgram containing damage shaders.
+ \param[in] programParams Parameters for the NvBlastDamageProgram.
+ */
+ virtual void generateFracture(NvBlastFractureBuffers* commands, const NvBlastDamageProgram& program, const NvBlastProgramParams* programParams) const = 0;
+
+ /**
+ Function applies the direct fracture and breaks graph bonds/edges as necessary. Sets actor in 'pending' state if any bonds or chunks were damaged. Dispatches FractureCommand events.
+
+ NOTE: Calls NvBlastActorApplyFracture internally. see NvBlastActorApplyFracture for details.
+
+ \param[in,out] eventBuffers Target buffers to hold applied fracture events. May be NULL, in which case events are not reported.
+ To avoid data loss, provide an entry for every lower-support chunk and every bond in the original actor.
+ \param[in] commands The fracture commands to process.
+ */
+ virtual void applyFracture(NvBlastFractureBuffers* eventBuffers, const NvBlastFractureBuffers* commands) = 0;
+
+ /**
+ The number of joints currently attached to this actor.
+
+ \return the number of TkJoints that are currently attached to this actor.
+ */
+ virtual uint32_t getJointCount() const = 0;
+
+ /**
+ Retrieve an array of pointers (into the user-supplied buffer) to joints.
+
+ \param[out] joints A user-supplied array of TkJoint pointers.
+ \param[in] jointsSize The number of elements available to write into the joints array.
+
+ \return the number of TkJoint pointers written to the joints array.
+ */
+ virtual uint32_t getJoints(TkJoint** joints, uint32_t jointsSize) const = 0;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTTKACTOR_H