// 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) 2016-2020 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