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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.
#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
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