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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) 2016-2018 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTTKACTORIMPL_H
#define NVBLASTTKACTORIMPL_H
#include "NvBlastTkCommon.h"
#include "NvBlastAssert.h"
#include "NvBlastDLink.h"
#include "NvBlastIteratorBase.h"
#include "NvBlastTkJointImpl.h"
#include "NvBlast.h"
#include "NvBlastTkActor.h"
#include "PxFlags.h"
namespace Nv
{
namespace Blast
{
// Forward declarations:
class TkGroupImpl;
class TkFamilyImpl;
class TkAssetImpl;
class TkJointImpl;
/**
Struct-enum for actor status flags, used in TkGroup processing.
*/
struct TkActorFlag
{
enum Enum
{
DAMAGED = (1 << 0), //!< The actor had fractures applied successfully and will take the split step.
PENDING = (1 << 1), //!< The actor will be processed when its group executes, used to update job queues when moving group.
};
};
/**
Implementation of TkActor.
*/
class TkActorImpl : public TkActor
{
public:
TkActorImpl();
~TkActorImpl();
// Begin TkActor
virtual const NvBlastActor* getActorLL() const override;
virtual TkFamily& getFamily() const override;
virtual uint32_t getIndex() const override;
virtual TkGroup* getGroup() const override;
virtual TkGroup* removeFromGroup() override;
virtual const TkAsset* getAsset() const override;
virtual uint32_t getVisibleChunkCount() const override;
virtual uint32_t getVisibleChunkIndices(uint32_t* visibleChunkIndices, uint32_t visibleChunkIndicesSize) const override;
virtual uint32_t getGraphNodeCount() const override;
virtual uint32_t getGraphNodeIndices(uint32_t* graphNodeIndices, uint32_t graphNodeIndicesSize) const override;
virtual const float* getBondHealths() const override;
virtual uint32_t getSplitMaxActorCount() const override;
virtual void damage(const NvBlastDamageProgram& program, const void* programParams) override;
virtual bool isPending() const override;
virtual void generateFracture(NvBlastFractureBuffers* commands, const NvBlastDamageProgram& program, const void* programParams) const override;
virtual void applyFracture(NvBlastFractureBuffers* eventBuffers, const NvBlastFractureBuffers* commands) override;
virtual uint32_t getJointCount() const override;
virtual uint32_t getJoints(TkJoint** joints, uint32_t jointsSize) const override;
virtual bool isBoundToWorld() const override;
// End TkActor
// Begin TkObject
virtual void release() override;
// End TkObject
// Public methods
/**
Factory create method.
\param[in] desc Actor descriptor set by the user.
\return a pointer to a new TkActorImpl object if successful, NULL otherwise.
*/
static TkActorImpl* create(const TkActorDesc& desc);
/**
TkActorImpl objects are created in an array within a TkFamilyImpl. Actors may become
'inactive' without their memory being freed. If inactive, the actor should be treated as if
it has been released.
\return the active status of this TkActorImpl.
*/
bool isActive() const;
/**
Utility to return the low-level family to which the low-level actor belongs.
\return a pointer to the NvBlastFamily to which the low-level actor belongs.
*/
NvBlastFamily* getFamilyLL() const;
/**
Utility to access the TkFamily to which this actor belongs.
\return a reference to the TkFamilyImpl to which this TkActorImpl belongs.
*/
TkFamilyImpl& getFamilyImpl() const;
/**
\return the index of this actor with its TkFamilyImpl.
*/
uint32_t getIndexInternal() const;
/**
Access to the group to which this actor belongs, if any.
\return a pointer to the TkGroupImpl to which this TkActorImpl belongs, if any. If this actor is not in a group, this function returns NULL.
*/
TkGroupImpl* getGroupImpl() const;
/**
Access to the low-level actor associated with this TkActorImpl.
\return a pointer to the NvBlastActor associated with this TkActorImpl. If this actor is inactive (see isActive), this function returns NULL.
*/
NvBlastActor* getActorLLInternal() const;
/**
\return the number of TkJointImpl objects that reference this actor.
*/
uint32_t getJointCountInternal() const;
/**
Joint iterator. Usage:
Given a TkActorImpl a,
for (TkActorImpl::JointIt i(a); (bool)i; ++i)
{
TkJointImpl* joint = (TkJointImpl*)i;
// ...
}
*/
class JointIt : public DList::It
{
public:
/** Constructed from an actor. */
JointIt(const TkActorImpl& actor, Direction dir = Forward);
/** Current joint. */
TkJointImpl* operator * () const;
};
/**
Implicit converter to TkActorData for events.
*/
operator Nv::Blast::TkActorData() const;
private:
/**
Functions to raise or check 'damaged' state: this actor will take the split step.
'damaged' actors automatically become 'pending' also.
*/
void markAsDamaged();
bool isDamaged() const;
/**
Raise actor to 'pending' state: this actor will be processed when its group executes next.
Enqueues the actor in its group's job list if a group is set. Otherwise the group will enqueue the actor when it is added.
*/
void makePending();
/**
Functions to add or remove an internal reference to a joint. (Joints and actors mutually reference each other.)
*/
void addJoint(TkJointLink& jointLink);
void removeJoint(TkJointLink& jointLink);
struct DamageData
{
NvBlastDamageProgram program;
const void* programParams;
};
// Data
NvBlastActor* m_actorLL; //!< The low-level actor associated with this actor
TkFamilyImpl* m_family; //!< The TkFamilyImpl to which this actor belongs
TkGroupImpl* m_group; //!< The TkGroupImpl (if any) to which this actor belongs
uint32_t m_groupJobIndex; //!< The index of this actor's job within its group's job list
physx::PxFlags<TkActorFlag::Enum, char> m_flags; //!< Status flags for this actor
Array<DamageData>::type m_damageBuffer; //!< Buffered damage input
uint32_t m_jointCount; //!< The number of joints referenced in m_jointList
DList m_jointList; //!< A doubly-linked list of joint references
//#if NV_PROFILE
NvBlastTimers m_timers; //!< If profiling, each actor stores timing data
//#endif
friend class TkWorker; // m_damageBuffer and m_flags
friend class TkGroupImpl;
friend class TkFamilyImpl;
friend class TkJointImpl;
friend class TkFrameworkImpl;
};
//////// TkActorImpl inline methods ////////
NV_INLINE TkFamilyImpl& TkActorImpl::getFamilyImpl() const
{
NVBLAST_ASSERT(m_family != nullptr);
return *m_family;
}
NV_INLINE uint32_t TkActorImpl::getIndexInternal() const
{
NVBLAST_ASSERT(isActive());
return NvBlastActorGetIndex(m_actorLL, logLL);
}
NV_INLINE NvBlastActor* TkActorImpl::getActorLLInternal() const
{
return m_actorLL;
}
NV_INLINE uint32_t TkActorImpl::getJointCountInternal() const
{
return m_jointCount;
}
NV_INLINE TkGroupImpl* TkActorImpl::getGroupImpl() const
{
return m_group;
}
NV_INLINE bool TkActorImpl::isActive() const
{
return m_actorLL != nullptr;
}
NV_INLINE bool TkActorImpl::isPending() const
{
return m_flags.isSet(TkActorFlag::PENDING);
}
NV_INLINE void TkActorImpl::addJoint(TkJointLink& jointLink)
{
NVBLAST_ASSERT(m_jointList.isSolitary(jointLink));
m_jointList.insertHead(jointLink);
++m_jointCount;
}
NV_INLINE void TkActorImpl::removeJoint(TkJointLink& jointLink)
{
NVBLAST_ASSERT(!m_jointList.isSolitary(jointLink));
NVBLAST_ASSERT(m_jointCount > 0);
if (m_jointCount > 0)
{
--m_jointCount;
m_jointList.remove(jointLink);
}
}
//////// TkActorImpl::JointIt methods ////////
NV_INLINE TkActorImpl::JointIt::JointIt(const TkActorImpl& actor, Direction dir) : DList::It(actor.m_jointList, dir) {}
NV_INLINE TkJointImpl* TkActorImpl::JointIt::operator * () const
{
const DLink* link = (const DLink*)(*this);
return reinterpret_cast<const TkJointLink*>(link)->m_joint;
}
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKACTORIMPL_H
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