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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/common/include/ApexSDKHelpers.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/common/include/ApexSDKHelpers.h')
| -rw-r--r-- | APEX_1.4/common/include/ApexSDKHelpers.h | 236 |
1 files changed, 236 insertions, 0 deletions
diff --git a/APEX_1.4/common/include/ApexSDKHelpers.h b/APEX_1.4/common/include/ApexSDKHelpers.h new file mode 100644 index 00000000..a3ca7529 --- /dev/null +++ b/APEX_1.4/common/include/ApexSDKHelpers.h @@ -0,0 +1,236 @@ +/* + * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, 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. + */ + + +#ifndef __APEXSDKHELPERS_H__ +#define __APEXSDKHELPERS_H__ + + +#include "PsArray.h" +#include "PsSort.h" +#include "ApexString.h" +#include "ApexSDKIntl.h" +#include "ApexResource.h" +#include "ResourceProviderIntl.h" +#include "PxMat33.h" +#include "PsMutex.h" + +namespace physx +{ + namespace pvdsdk + { + class PvdDataStream; + } +} +namespace nvidia +{ +namespace apex +{ + +enum StreamPointerToken +{ + SPT_INVALID_PTR, + SPT_VALID_PTR +}; + + +/* + Resource list - holds a list of ApexResourceInterface objects, for quick removal + */ +class ResourceList: public nvidia::UserAllocated +{ + physx::Array<ApexResourceInterface*> mArray; + nvidia::ReadWriteLock mRWLock; + +#ifndef WITHOUT_PVD + // for PVD + const void* mOwner; + ApexSimpleString mListName; + ApexSimpleString mEntryName; +#endif + +public: + + ResourceList() +#ifndef WITHOUT_PVD + : mOwner(NULL) +#endif + {} + ~ResourceList(); + + void clear(); // explicitely free children + + void add(ApexResourceInterface& resource); + void remove(uint32_t index); + uint32_t getSize() const + { + ScopedReadLock scopedLock(const_cast<nvidia::ReadWriteLock&>(mRWLock)); + return mArray.size(); + } + ApexResourceInterface* getResource(uint32_t index) const + { + ScopedReadLock scopedLock(const_cast<nvidia::ReadWriteLock&>(mRWLock)); + return mArray[index]; + } + + template<typename Predicate> + void sort(const Predicate& compare) + { + ScopedWriteLock scopedLock(mRWLock); + uint32_t size = mArray.size(); + if (size > 0) + { + nvidia::sort(&mArray[0], size, compare); + } + + for (uint32_t i = 0; i < size; ++i) + { + mArray[i]->setListIndex(*this, i); + } + } + +#ifndef WITHOUT_PVD + void setupForPvd(const void* owner, const char* listName, const char* entryName); + void initPvdInstances(pvdsdk::PvdDataStream& pvdStream); +#endif +}; + + +#ifndef M_SQRT1_2 //1/sqrt(2) +#define M_SQRT1_2 double(0.7071067811865475244008443621048490) +#endif + + +/* + Creates a rotation matrix which rotates about the axisAngle vector. The length of + the axisAngle vector is the desired rotation angle. In this approximation, however, + this is only the case for small angles. As the length of axisAngle grows (is no + longer very much less than 1 radian) the approximation becomes worse. As the length + of axisAngle approaches infinity, the rotation angle approaches pi. The exact + relation is: + + rotation_angle = 2*atan( axisAngle.magnitude()/2 ) + + One use for this construction is the rotation applied to mesh particle system particles. With a + decent frame rate, the rotation angle should be small, unless the particle is going + very fast or has very small radius. In that case, or if the frame rate is poor, + the inaccuracy in this construction probably won't be noticed. + + Error: The rotation angle is accurate to: + 1% up to 20 degrees + 10% up to 70 degrees +*/ +PX_INLINE void approxAxisAngleToMat33(const PxVec3& axisAngle, PxMat33& rot) +{ + const float x = 0.5f * axisAngle.x; + const float y = 0.5f * axisAngle.y; + const float z = 0.5f * axisAngle.z; + const float xx = x * x; + const float yy = y * y; + const float zz = z * z; + const float xy = x * y; + const float yz = y * z; + const float zx = z * x; + const float twoRecipNorm2 = 2.0f / (1.0f + xx + yy + zz); // w = 1 + rot(0, 0) = 1.0f - twoRecipNorm2 * (yy + zz); + rot(0, 1) = twoRecipNorm2 * (xy - z); + rot(0, 2) = twoRecipNorm2 * (zx + y); + rot(1, 0) = twoRecipNorm2 * (xy + z); + rot(1, 1) = 1.0f - twoRecipNorm2 * (zz + xx); + rot(1, 2) = twoRecipNorm2 * (yz - x); + rot(2, 0) = twoRecipNorm2 * (zx - y); + rot(2, 1) = twoRecipNorm2 * (yz + x); + rot(2, 2) = 1.0f - twoRecipNorm2 * (xx + yy); +} + + +// stl hash +PX_INLINE uint32_t hash(const char* str, uint32_t len) +{ + uint32_t hash = 0; + + for (uint32_t i = 0; i < len; i++) + { + hash = 5 * hash + str[i]; + } + + return hash; +} + +PX_INLINE uint32_t GetStamp(ApexSimpleString& name) +{ + return hash(name.c_str(), name.len()); +} + +#if 0 +// these are poison +void writeStreamHeader(PxFileBuf& stream, ApexSimpleString& streamName, uint32_t versionStamp); +uint32_t readStreamHeader(const PxFileBuf& stream, ApexSimpleString& streamName); +#endif + +PX_INLINE uint32_t MaxElementIndex(const PxVec3& v) +{ + const uint32_t m01 = (uint32_t)(v.y > v.x); + const uint32_t m2 = (uint32_t)(v.z > v[m01]); + return m2 << 1 | m01 >> m2; +} + +PX_INLINE uint32_t MinElementIndex(const PxVec3& v) +{ + const uint32_t m01 = (uint32_t)(v.y < v.x); + const uint32_t m2 = (uint32_t)(v.z < v[m01]); + return m2 << 1 | m01 >> m2; +} + +PX_INLINE uint32_t MaxAbsElementIndex(const PxVec3& v) +{ + const PxVec3 a(PxAbs(v.x), PxAbs(v.y), PxAbs(v.z)); + const uint32_t m01 = (uint32_t)(a.y > a.x); + const uint32_t m2 = (uint32_t)(a.z > a[m01]); + return m2 << 1 | m01 >> m2; +} + +PX_INLINE uint32_t MinAbsElementIndex(const PxVec3& v) +{ + const PxVec3 a(PxAbs(v.x), PxAbs(v.y), PxAbs(v.z)); + const uint32_t m01 = (uint32_t)(a.y < a.x); + const uint32_t m2 = (uint32_t)(a.z < a[m01]); + return m2 << 1 | m01 >> m2; +} + + +/****************************************************************************** + * Helper functions for loading assets + *****************************************************************************/ +class ApexAssetHelper +{ +public: + static void* getAssetFromName(ApexSDKIntl* sdk, + const char* authoringTypeName, + const char* assetName, + ResID& inOutResID, + ResID optionalPsID = INVALID_RESOURCE_ID); + + static void* getAssetFromNameList(ApexSDKIntl* sdk, + const char* authoringTypeName, + physx::Array<AssetNameIDMapping*>& nameIdList, + const char* assetName, + ResID assetPsId = INVALID_RESOURCE_ID); + + static void* getIosAssetFromName(ApexSDKIntl* sdk, + const char* iosTypeName, + const char* iosAssetName); + +}; + +} +} // end namespace nvidia::apex + +#endif // __APEXSDKHELPERS_H__ |