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// 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.
#ifndef NVBLASTEXTPXASSET_H
#define NVBLASTEXTPXASSET_H
#include "NvBlastTkFramework.h"
#include "PxConvexMeshGeometry.h"
#include "PxTransform.h"
#include "NvBlastPreprocessor.h"
// Forward declarations
namespace physx
{
class PxCooking;
namespace general_PxIOStream2
{
class PxFileBuf;
}
}
class NvBlastExtDamageAccelerator;
namespace Nv
{
namespace Blast
{
/**
Descriptor for PxAsset creation.
PxAsset creates TkAsset internally, so TkAssetDesc must be filled.
In addition it needs physics chunks data. Every chunk can have any amount of Convexes (Subchunks).
*/
struct ExtPxAssetDesc : public TkAssetDesc
{
/**
Physics Subchunk.
Represents convex and it's position.
*/
struct SubchunkDesc
{
physx::PxTransform transform; //!< convex local transform
physx::PxConvexMeshGeometry geometry; //!< convex geometry
};
/**
Physics Chunk.
Contains any amount of subchunks. Empty subchunks array makes chunk invisible.
*/
struct ChunkDesc
{
SubchunkDesc* subchunks; //!< array of subchunks for chunk, can be empty
uint32_t subchunkCount; //!< size array of subchunks for chunk, can be 0
bool isStatic; //!< is chunk static. Static chunk makes PxActor Kinematic.
};
ChunkDesc* pxChunks; //!< array of chunks in asset, should be of size chunkCount (@see NvBlastAssetDesc)
};
/**
Physics Subchunk.
Represents convex and it's local position.
*/
struct ExtPxSubchunk
{
physx::PxTransform transform; //!< convex local transform
physx::PxConvexMeshGeometry geometry; //!< convex geometry
};
/**
Physics Chunk.
Contains any amount of subchunks.
*/
struct ExtPxChunk
{
uint32_t firstSubchunkIndex; //!< first Subchunk index in Subchunk's array in ExtPhyicsAsset
uint32_t subchunkCount; //!< Subchunk count. Can be 0.
bool isStatic; //!< is chunk static (kinematic)?.
};
/**
Asset.
Keeps all the static data needed for physics.
*/
class NV_DLL_EXPORT ExtPxAsset
{
public:
/**
Create a new ExtPxAsset.
\param[in] desc The ExtPxAssetDesc descriptor to be used, @see ExtPxAssetDesc.
\param[in] framework The TkFramework instance to be used to create TkAsset.
\return the new ExtPxAsset if successful, NULL otherwise.
*/
static ExtPxAsset* create(const ExtPxAssetDesc& desc, TkFramework& framework);
/**
Create a new ExtPxAsset.
\param[in] desc The ExtPxAssetDesc descriptor to be used, @see ExtPxAssetDesc.
\param[in] framework The TkFramework instance to be used to create TkAsset.
\return the new ExtPxAsset if successful, NULL otherwise.
*/
static ExtPxAsset* create(const TkAssetDesc& desc, ExtPxChunk* pxChunks, ExtPxSubchunk* pxSubchunks, TkFramework& framework);
/*
Factory method for deserialization
Doesn't specify chunks or subchunks as they'll be fed in during deserialization to avoid copying stuff around.
*/
static ExtPxAsset* create(TkAsset* asset);
/*
Create a new ExtPxAsset.
\param[in] asset TkAsset from which ExtPxAsset will be created
\param[in] chunks Array of physics chunks descriptors
\param[in] chunkCount Size of chunks descriptors array
\return the new ExtPxAsset if successful, NULL otherwise.
*/
static ExtPxAsset* create(TkAsset* asset, ExtPxAssetDesc::ChunkDesc* chunks, uint32_t chunkCount);
/**
Release this ExtPxAsset.
*/
virtual void release() = 0;
/**
Every ExtPxAsset has corresponding TkAsset.
/return a pointer to TkAsset actor.
*/
virtual const TkAsset& getTkAsset() const = 0;
/**
Get the number of chunks for this asset. May be used in conjunction with getChunks().
\return the number of chunks for the asset.
*/
virtual uint32_t getChunkCount() const = 0;
/**
Access asset's array of chunks. Use getChunkCount() to get the size of this array.
\return a pointer to an array of chunk of an asset.
*/
virtual const ExtPxChunk* getChunks() const = 0;
/**
Get the number of subchunks for this asset. May be used in conjunction with getSubchunks().
Subchunk count is the maximum value of ExtPxChunk: (firstSubchunkIndex + subchunkCount).
\return the number of subchunks for the asset.
*/
virtual uint32_t getSubchunkCount() const = 0;
/**
Access asset's array of subchunks. Use getSubchunkCount() to get the size of this array.
\return a pointer to an array of subchunks of an asset.
*/
virtual const ExtPxSubchunk* getSubchunks() const = 0;
/**
Get the default NvBlastActorDesc to be used when creating family from this asset. It is called 'default',
because it can be overwritten in ExtPxManager::createFamily(...) function.
Initially default NvBlastActorDesc contains only uniform health values, and 'nullptr' is set in arrays of health.
Call setUniformHealth(false) in order to set health per bond/chunk. You can then access directly values stored in NvBlastActorDesc,
change them and they will be serialized/deserialized as withing asset itself.
NOTE: do not change actual pointers in NvBlastActorDesc: initialBondHealths and initialSupportChunkHealths. You can change actual values
in those arrays or if they are 'nullptr' call setUniformHealth(false) before. Or call setUniformHealth(true) to make them 'nullptr'.
\return the default NvBlastActorDesc.
*/
virtual NvBlastActorDesc& getDefaultActorDesc() = 0;
virtual const NvBlastActorDesc& getDefaultActorDesc() const = 0;
/**
Set if uniform health values should be used in NvBlastActorDesc or per bond/chunk ones. @see getDefaultActorDesc.
*/
virtual void setUniformHealth(bool enabled) = 0;
/**
Set damage accelerator associated with this asset.
*/
virtual void setAccelerator(NvBlastExtDamageAccelerator* accelerator) = 0;
/**
Set damage accelerator associated with this asset.
*/
virtual NvBlastExtDamageAccelerator* getAccelerator() const = 0;
/**
Pointer field available to the user.
*/
void* userData;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTEXTPXASSET_H
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