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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 NVBLASTTKFAMILYIMPL_H
#define NVBLASTTKFAMILYIMPL_H
#include "NvBlastTkCommon.h"
#include "NvBlastTkFamily.h"
#include "NvBlastTkTypeImpl.h"
#include "NvBlastTkActorImpl.h"
#include "NvBlastTkEventQueue.h"
#include "NvBlastHashSet.h"
#include "NvBlastHashMap.h"
#include "NvBlast.h"
#include "NvBlastAssert.h"
#include "NvBlastDLink.h"
// Forward declarations
struct NvBlastFamily;
namespace Nv
{
namespace Blast
{
// Forward declarations
class TkGroupImpl;
class TkAssetImpl;
NVBLASTTK_IMPL_DECLARE(Family)
{
public:
TkFamilyImpl();
TkFamilyImpl(const NvBlastID& id);
~TkFamilyImpl();
NVBLASTTK_IMPL_DEFINE_IDENTIFIABLE('A', 'C', 'T', 'F');
// Begin TkFamily
virtual const NvBlastFamily* getFamilyLL() const override;
virtual uint32_t getActorCount() const override;
virtual uint32_t getActors(TkActor** buffer, uint32_t bufferSize, uint32_t indexStart = 0) const override;
virtual void addListener(TkEventListener& l) override { m_queue.addListener(l); }
virtual void removeListener(TkEventListener& l) override { m_queue.removeListener(l); }
virtual void applyFracture(const NvBlastFractureBuffers* commands) override { applyFractureInternal(commands); }
virtual const TkAsset* getAsset() const override;
virtual void reinitialize(const NvBlastFamily* newFamily, TkGroup* group) override;
// End TkFamily
// Public methods
static TkFamilyImpl* create(const TkAssetImpl* asset);
const TkAssetImpl* getAssetImpl() const;
NvBlastFamily* getFamilyLLInternal() const;
uint32_t getActorCountInternal() const;
TkActorImpl* addActor(NvBlastActor* actorLL);
void applyFractureInternal(const NvBlastFractureBuffers* commands);
void removeActor(TkActorImpl* actorLL);
TkEventQueue& getQueue() { return m_queue; }
TkActorImpl* getActorByActorLL(const NvBlastActor* actorLL);
void updateJoints(TkActorImpl* actor, TkEventQueue* alternateQueue = nullptr);
Array<TkActorImpl>::type& getActorsInternal();
uint32_t getInternalJointCount() const;
TkJointImpl* getInternalJoints() const;
TkJointImpl** createExternalJointHandle(const NvBlastID& otherFamilyID, uint32_t chunkIndex0, uint32_t chunkIndex1);
bool deleteExternalJointHandle(TkJointImpl*& joint, const NvBlastID& otherFamilyID, uint32_t chunkIndex0, uint32_t chunkIndex1);
void releaseJoint(TkJointImpl& joint);
TkActorImpl* getActorByChunk(uint32_t chunkIndex);
typedef physx::shdfnd::Pair<uint32_t, uint32_t> ExternalJointKey; //!< The chunk indices within the TkFamily objects joined by the joint. These chunks will be support chunks.
TkJointImpl* findExternalJoint(const TkFamilyImpl* otherFamily, ExternalJointKey key) const;
private:
TkActorImpl* getActorByIndex(uint32_t index);
struct JointSet
{
NvBlastID m_familyID;
HashMap<ExternalJointKey, TkJointImpl*>::type m_joints;
};
typedef HashMap<NvBlastID, uint32_t>::type FamilyIDMap;
NvBlastFamily* m_familyLL;
Array<TkActorImpl>::type m_actors;
uint32_t m_internalJointCount;
Array<uint8_t>::type m_internalJointBuffer;
Array<JointSet*>::type m_jointSets;
FamilyIDMap m_familyIDMap;
const TkAssetImpl* m_asset;
TkEventQueue m_queue;
};
//////// TkFamilyImpl inline methods ////////
NV_INLINE const TkAssetImpl* TkFamilyImpl::getAssetImpl() const
{
return m_asset;
}
NV_INLINE NvBlastFamily* TkFamilyImpl::getFamilyLLInternal() const
{
return m_familyLL;
}
NV_INLINE uint32_t TkFamilyImpl::getActorCountInternal() const
{
NVBLAST_ASSERT(m_familyLL != nullptr);
return NvBlastFamilyGetActorCount(m_familyLL, logLL);
}
NV_INLINE TkActorImpl* TkFamilyImpl::getActorByIndex(uint32_t index)
{
NVBLAST_ASSERT(index < m_actors.size());
return &m_actors[index];
}
NV_INLINE TkActorImpl* TkFamilyImpl::getActorByActorLL(const NvBlastActor* actorLL)
{
uint32_t index = NvBlastActorGetIndex(actorLL, logLL);
return getActorByIndex(index);
}
NV_INLINE Array<TkActorImpl>::type& TkFamilyImpl::getActorsInternal()
{
return m_actors;
}
NV_INLINE uint32_t TkFamilyImpl::getInternalJointCount() const
{
return m_internalJointCount;
}
NV_INLINE TkJointImpl* TkFamilyImpl::getInternalJoints() const
{
return const_cast<TkJointImpl*>(reinterpret_cast<const TkJointImpl*>(m_internalJointBuffer.begin()));
}
NV_INLINE void TkFamilyImpl::releaseJoint(TkJointImpl& joint)
{
NVBLAST_ASSERT(joint.m_owner == this);
NVBLAST_ASSERT(&joint >= getInternalJoints() && &joint < getInternalJoints() + getInternalJointCount() * sizeof(TkJointImpl));
joint.~TkJointImpl();
joint.m_owner = nullptr;
}
//////// Inline global functions ////////
NV_INLINE const NvBlastID& getFamilyID(const TkActor* actor)
{
return actor != nullptr ? static_cast<const TkActorImpl*>(actor)->getFamilyImpl().getIDInternal() : *reinterpret_cast<const NvBlastID*>("\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0");
}
NV_INLINE const NvBlastID& getFamilyID(const TkFamilyImpl* family)
{
return family != nullptr ? family->getIDInternal() : *reinterpret_cast<const NvBlastID*>("\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0");
}
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTTKFAMILYIMPL_H
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