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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleBase/SampleStepper.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef SAMPLE_STEPPER_H
+#define SAMPLE_STEPPER_H
+
+#include "SampleAllocator.h"
+#include "SampleAllocatorSDKClasses.h"
+#include "RendererMemoryMacros.h"
+#include "task/PxTask.h"
+#include "PxPhysicsAPI.h"
+#include "PsTime.h"
+
+class PhysXSample;
+
+class Stepper: public SampleAllocateable
+{
+ public:
+ Stepper() : mSample(NULL) {}
+ virtual ~Stepper() {}
+
+ virtual bool advance(PxScene* scene, PxReal dt, void* scratchBlock, PxU32 scratchBlockSize) = 0;
+ virtual void wait(PxScene* scene) = 0;
+ virtual void substepStrategy(const PxReal stepSize, PxU32& substepCount, PxReal& substepSize) = 0;
+ virtual void postRender(const PxReal stepSize) = 0;
+
+ virtual void setSubStepper(const PxReal stepSize, const PxU32 maxSteps) {}
+ virtual void renderDone() {}
+ virtual void shutdown() {}
+
+ PxReal getSimulationTime() const { return mSimulationTime; }
+
+ PhysXSample& getSample() { return *mSample; }
+ const PhysXSample& getSample() const { return *mSample; }
+ void setSample(PhysXSample* sample) { mSample = sample; }
+
+protected:
+ PhysXSample* mSample;
+ Ps::Time mTimer;
+ PxReal mSimulationTime;
+
+};
+
+class MultiThreadStepper;
+class StepperTask : public physx::PxLightCpuTask
+{
+public:
+ void setStepper(MultiThreadStepper* stepper) { mStepper = stepper; }
+ MultiThreadStepper* getStepper() { return mStepper; }
+ const MultiThreadStepper* getStepper() const { return mStepper; }
+ const char* getName() const { return "Stepper Task"; }
+ void run();
+protected:
+ MultiThreadStepper* mStepper;
+};
+
+class StepperTaskSimulate : public StepperTask
+{
+
+public:
+ StepperTaskSimulate(){}
+ void run();
+};
+
+class MultiThreadStepper : public Stepper
+{
+public:
+ MultiThreadStepper()
+ : mFirstCompletionPending(false)
+ , mScene(NULL)
+ , mSync(NULL)
+ , mCurrentSubStep(0)
+ , mNbSubSteps(0)
+ {
+ mCompletion0.setStepper(this);
+ mCompletion1.setStepper(this);
+ mSimulateTask.setStepper(this);
+ }
+
+ ~MultiThreadStepper() {}
+
+ virtual bool advance(PxScene* scene, PxReal dt, void* scratchBlock, PxU32 scratchBlockSize);
+ virtual void substepDone(StepperTask* ownerTask);
+ virtual void renderDone();
+ virtual void postRender(const PxReal stepSize){}
+
+ // if mNbSubSteps is 0 then the sync will never
+ // be set so waiting would cause a deadlock
+ virtual void wait(PxScene* scene) { if(mNbSubSteps && mSync)mSync->wait(); }
+ virtual void shutdown() { DELETESINGLE(mSync); }
+ virtual void reset() = 0;
+ virtual void substepStrategy(const PxReal stepSize, PxU32& substepCount, PxReal& substepSize) = 0;
+ virtual void simulate(physx::PxBaseTask* ownerTask);
+ PxReal getSubStepSize() const { return mSubStepSize; }
+
+protected:
+ void substep(StepperTask& completionTask);
+
+ // we need two completion tasks because when multistepping we can't submit completion0 from the
+ // substepDone function which is running inside completion0
+ bool mFirstCompletionPending;
+ StepperTaskSimulate mSimulateTask;
+ StepperTask mCompletion0, mCompletion1;
+ PxScene* mScene;
+ PsSyncAlloc* mSync;
+
+ PxU32 mCurrentSubStep;
+ PxU32 mNbSubSteps;
+ PxReal mSubStepSize;
+ void* mScratchBlock;
+ PxU32 mScratchBlockSize;
+};
+
+class DebugStepper : public Stepper
+{
+public:
+ DebugStepper(const PxReal stepSize) : mStepSize(stepSize) {}
+
+ virtual void substepStrategy(const PxReal stepSize, PxU32& substepCount, PxReal& substepSize)
+ {
+ substepCount = 1;
+ substepSize = mStepSize;
+ }
+
+ virtual bool advance(PxScene* scene, PxReal dt, void* scratchBlock, PxU32 scratchBlockSize);
+
+ virtual void postRender(const PxReal stepSize)
+ {
+ }
+
+ virtual void setSubStepper(const PxReal stepSize, const PxU32 maxSteps)
+ {
+ mStepSize = stepSize;
+ }
+
+ virtual void wait(PxScene* scene);
+
+ PxReal mStepSize;
+};
+
+// The way this should be called is:
+// bool stepped = advance(dt)
+//
+// ... reads from the scene graph for rendering
+//
+// if(stepped) renderDone()
+//
+// ... anything that doesn't need access to the physics scene
+//
+// if(stepped) sFixedStepper.wait()
+//
+// Note that per-substep callbacks to the sample need to be issued out of here,
+// between fetchResults and simulate
+
+class FixedStepper : public MultiThreadStepper
+{
+public:
+ FixedStepper(const PxReal subStepSize, const PxU32 maxSubSteps)
+ : MultiThreadStepper()
+ , mAccumulator(0)
+ , mFixedSubStepSize(subStepSize)
+ , mMaxSubSteps(maxSubSteps)
+ {
+ }
+
+ virtual void substepStrategy(const PxReal stepSize, PxU32& substepCount, PxReal& substepSize);
+ virtual void reset() { mAccumulator = 0.0f; }
+
+ virtual void setSubStepper(const PxReal stepSize, const PxU32 maxSteps) { mFixedSubStepSize = stepSize; mMaxSubSteps = maxSteps;}
+
+ virtual void postRender(const PxReal stepSize)
+ {
+ }
+
+ PxReal mAccumulator;
+ PxReal mFixedSubStepSize;
+ PxU32 mMaxSubSteps;
+};
+
+
+class VariableStepper : public MultiThreadStepper
+{
+public:
+ VariableStepper(const PxReal minSubStepSize, const PxReal maxSubStepSize, const PxU32 maxSubSteps)
+ : MultiThreadStepper()
+ , mAccumulator(0)
+ , mMinSubStepSize(minSubStepSize)
+ , mMaxSubStepSize(maxSubStepSize)
+ , mMaxSubSteps(maxSubSteps)
+ {
+ }
+
+ virtual void substepStrategy(const PxReal stepSize, PxU32& substepCount, PxReal& substepSize);
+ virtual void reset() { mAccumulator = 0.0f; }
+
+private:
+ VariableStepper& operator=(const VariableStepper&);
+ PxReal mAccumulator;
+ const PxReal mMinSubStepSize;
+ const PxReal mMaxSubStepSize;
+ const PxU32 mMaxSubSteps;
+};
+#endif