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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 /PhysX_3.4/Source/LowLevelParticles/include | |
| 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 'PhysX_3.4/Source/LowLevelParticles/include')
10 files changed, 1399 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtBodyTransformVault.h b/PhysX_3.4/Source/LowLevelParticles/include/PtBodyTransformVault.h new file mode 100644 index 00000000..e25fd6f3 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtBodyTransformVault.h @@ -0,0 +1,107 @@ +// 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 PT_BODY_TRANSFORM_VAULT_H +#define PT_BODY_TRANSFORM_VAULT_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "foundation/PxTransform.h" +#include "PsPool.h" +#include "CmPhysXCommon.h" + +namespace physx +{ + +struct PxsBodyCore; + +namespace Pt +{ + +#define PT_BODY_TRANSFORM_HASH_SIZE 1024 // Size of hash table for last frame's body to world transforms + // NOTE: Needs to be power of 2 + +/*! +Structure to store the current and the last frame's body to world transformations +for bodies that collide with particles. +*/ +class BodyTransformVault : public Ps::UserAllocated +{ + public: + BodyTransformVault(); + ~BodyTransformVault(); + + void addBody(const PxsBodyCore& body); + void removeBody(const PxsBodyCore& body); + void teleportBody(const PxsBodyCore& body); + const PxTransform* getTransform(const PxsBodyCore& body) const; + void update(); + PX_FORCE_INLINE bool isInVault(const PxsBodyCore& body) const; + PX_FORCE_INLINE PxU32 getBodyCount() const + { + return mBodyCount; + } + + private: + struct Body2World + { + PxTransform b2w; // The old transform + const PxsBodyCore* body; + Body2World* next; + PxU32 refCount; + }; + + PX_FORCE_INLINE PxU32 getHashIndex(const PxsBodyCore& body) const; + PX_FORCE_INLINE Body2World* createEntry(const PxsBodyCore& body); + PX_FORCE_INLINE bool findEntry(const PxsBodyCore& body, Body2World*& entry, Body2World*& prevEntry) const; + + void updateInternal(); + bool isInVaultInternal(const PxsBodyCore& body) const; + + private: + Body2World* mBody2WorldHash[PT_BODY_TRANSFORM_HASH_SIZE]; // Hash table for last frames world to shape transforms. + Ps::Pool<Body2World> mBody2WorldPool; // Pool of last frames body to world transforms. + PxU32 mBodyCount; +}; + +bool BodyTransformVault::isInVault(const PxsBodyCore& body) const +{ + // if the vault is not even used this should be fast and inlined + if(mBodyCount == 0) + return false; + + return isInVaultInternal(body); +} + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_BODY_TRANSFORM_VAULT_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtContext.h b/PhysX_3.4/Source/LowLevelParticles/include/PtContext.h new file mode 100644 index 00000000..8983a559 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtContext.h @@ -0,0 +1,179 @@ +// 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 PT_CONTEXT_H +#define PT_CONTEXT_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "PtParticleSystemSim.h" +#include "PtParticleShape.h" +#include "PtBodyTransformVault.h" + +namespace physx +{ + +class PxSceneGpu; +class PxBaseTask; +class PxLightCpuTask; +class PxTaskManager; + +namespace Cm +{ +class FlushPool; +} + +namespace Pt +{ + +class BodyTransformVault; + +/** +Per scene manager class for particle systems. All particle systems part of a context are stepped collectively. + +The class represents a common interface for CPU and GPU particles. Currently the Pt::ContextCpu implementation +also contains code to create and schedule GPU particle systems. Eventually all that logic should move either to a +Pt::ContextGPU class or PxSceneGpu should be changed to implement the Content interface directly. +*/ +class Context +{ + PX_NOCOPY(Context) + public: + /** + Deallocates all resources created for the particle context instance. + */ + virtual void destroy() = 0; + + /** + Add a particle system to the particle low level context. + Onwership of ParticleData is transfered to the low level particle system in case of the + CPU implementation. For the GPU implementation, the content is copied and the ParticleData released. + If GPU creation fails, NULL is returned. + */ + virtual ParticleSystemSim* addParticleSystem(class ParticleData* particleData, + const ParticleSystemParameter& parameter, bool useGpuSupport) = 0; + + /** + Removes a particle system from the particle low level context. If acquireParticleData is specified, the particle + state is returned. In case of the CPU implementation, ParticleData ownership is returned - in case of the GPU + implementation a new ParticleData instance is created and the particle state copied to it. + */ + virtual ParticleData* removeParticleSystem(ParticleSystemSim* system, bool acquireParticleData) = 0; + + /** + Issues shape update stages for a batch of particle systems. + Ownership of Pt::ParticleShapeUpdateInput::shapes passed to callee! + */ + virtual PxBaseTask& scheduleShapeGeneration(class ParticleSystemSim** particleSystems, + struct ParticleShapesUpdateInput* inputs, PxU32 batchSize, + PxBaseTask& continuation) = 0; + + /** + Issues dynamics (SPH) update on CPUs. + */ + virtual physx::PxBaseTask& scheduleDynamicsCpu(class ParticleSystemSim** particleSystems, PxU32 batchSize, + physx::PxBaseTask& continuation) = 0; + + /** + Schedules collision prep work. + */ + virtual physx::PxBaseTask& scheduleCollisionPrep(class ParticleSystemSim** particleSystems, + physx::PxLightCpuTask** inputPrepTasks, PxU32 batchSize, + physx::PxBaseTask& continuation) = 0; + + /** + Schedules collision update stages for a batch of particle systems on CPU. + Ownership of Pt::ParticleCollisionUpdateInput::contactManagerStream passed to callee! + */ + virtual physx::PxBaseTask& scheduleCollisionCpu(class ParticleSystemSim** particleSystems, PxU32 batchSize, + physx::PxBaseTask& continuation) = 0; + + /** + Schedule gpu pipeline. + */ + virtual physx::PxBaseTask& schedulePipelineGpu(ParticleSystemSim** particleSystems, PxU32 batchSize, + physx::PxBaseTask& continuation) = 0; + +#if PX_SUPPORT_GPU_PHYSX + /** + Lazily creates a GPU scene (context) + and returns it. + */ + virtual class PxSceneGpu* createOrGetSceneGpu() = 0; +#endif + +#if PX_SUPPORT_GPU_PHYSX + /** + Returns the GPU scene (context). + Non-virtual implementation. + */ + PX_FORCE_INLINE PxSceneGpu* getSceneGpuFast() + { + return mSceneGpu; + } +#endif + + /** + Returns Body hash data structure, which is used to store previous pose for RBs for particle collision. + */ + PX_FORCE_INLINE BodyTransformVault& getBodyTransformVaultFast() + { + return *mBodyTransformVault; + } + + protected: + Context() : mBodyTransformVault(NULL), mSceneGpu(NULL) + { + } + virtual ~Context() + { + } + + // members for 'fast', non virtual access + BodyTransformVault* mBodyTransformVault; // Hash table to store last frames world to body transforms. + PxSceneGpu* mSceneGpu; +}; + +/** +Creates a particle system context +*/ +Context* createParticleContext(physx::PxTaskManager* taskManager, Cm::FlushPool& taskPool); + +/** +Register particle functionality. +Not calling this should allow the code to be stripped at link time. +*/ +void registerParticles(); + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_CONTEXT_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtGridCellVector.h b/PhysX_3.4/Source/LowLevelParticles/include/PtGridCellVector.h new file mode 100644 index 00000000..c7ca11a3 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtGridCellVector.h @@ -0,0 +1,203 @@ +// 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 PT_GRID_CELL_VECTOR_H +#define PT_GRID_CELL_VECTOR_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "foundation/PxVec3.h" +#include <string.h> +#include "PxvConfig.h" +#include "PsMathUtils.h" + +namespace physx +{ + +namespace Pt +{ + +/*! +Simple integer vector in R3 with basic operations. + +Used to define coordinates of a uniform grid cell. +*/ +class GridCellVector +{ + public: + PX_CUDA_CALLABLE PX_FORCE_INLINE GridCellVector() + { + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE GridCellVector(const GridCellVector& v) + { + x = v.x; + y = v.y; + z = v.z; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE GridCellVector(PxI16 _x, PxI16 _y, PxI16 _z) + { + x = _x; + y = _y; + z = _z; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE GridCellVector(const PxVec3& realVec, PxReal scale) + { + set(realVec, scale); + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const GridCellVector& v) const + { + return ((x == v.x) && (y == v.y) && (z == v.z)); + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const GridCellVector& v) const + { + return ((x != v.x) || (y != v.y) || (z != v.z)); + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector operator+(const GridCellVector& v) + { + return GridCellVector(x + v.x, y + v.y, z + v.z); + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector& operator+=(const GridCellVector& v) + { + x += v.x; + y += v.y; + z += v.z; + return *this; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector operator-(const GridCellVector& v) + { + return GridCellVector(x - v.x, y - v.y, z - v.z); + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector& operator-=(const GridCellVector& v) + { + x -= v.x; + y -= v.y; + z -= v.z; + return *this; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector& operator=(const GridCellVector& v) + { + x = v.x; + y = v.y; + z = v.z; + return *this; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector operator<<(const PxU32 shift) const + { + return GridCellVector(x << shift, y << shift, z << shift); + } + + //! Shift grid cell coordinates (can be used to retrieve coordinates of a coarser grid cell that contains the + //! defined cell) + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector operator>>(const PxU32 shift) const + { + return GridCellVector(x >> shift, y >> shift, z >> shift); + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector& operator<<=(const PxU32 shift) + { + x <<= shift; + y <<= shift; + z <<= shift; + return *this; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE const GridCellVector& operator>>=(const PxU32 shift) + { + x >>= shift; + y >>= shift; + z >>= shift; + return *this; + } + + //! Set grid cell coordinates based on a point in space and a scaling factor + PX_CUDA_CALLABLE PX_FORCE_INLINE void set(const PxVec3& realVec, PxReal scale) + { + set(realVec * scale); + } + +#ifdef __CUDACC__ + //! Set grid cell coordinates based on a point in space + PX_CUDA_CALLABLE PX_FORCE_INLINE void set(const PxVec3& realVec) + { + x = static_cast<PxI16>(floorf(realVec.x)); + y = static_cast<PxI16>(floorf(realVec.y)); + z = static_cast<PxI16>(floorf(realVec.z)); + } +#else + //! Set grid cell coordinates based on a point in space + PX_FORCE_INLINE void set(const PxVec3& realVec) + { + x = static_cast<PxI16>(Ps::floor(realVec.x)); + y = static_cast<PxI16>(Ps::floor(realVec.y)); + z = static_cast<PxI16>(Ps::floor(realVec.z)); + } +#endif + + PX_CUDA_CALLABLE PX_FORCE_INLINE void set(PxI16 _x, PxI16 _y, PxI16 _z) + { + x = _x; + y = _y; + z = _z; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE void setZero() + { + x = 0; + y = 0; + z = 0; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE bool isZero() const + { + return x == 0 && y == 0 && z == 0; + } + + public: + PxI16 x; + PxI16 y; + PxI16 z; +}; + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_GRID_CELL_VECTOR_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtParticle.h b/PhysX_3.4/Source/LowLevelParticles/include/PtParticle.h new file mode 100644 index 00000000..12c4c4d5 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtParticle.h @@ -0,0 +1,60 @@ +// 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 PT_FLUID_PARTICLE_H +#define PT_FLUID_PARTICLE_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "foundation/PxVec3.h" +#include "PtParticleSystemFlags.h" + +namespace physx +{ + +namespace Pt +{ + +// NOTE: Vector fields of this structure should be 16byte aligned, +// this implies that the size of this structure should be a multiple of 16bytes. +struct Particle +{ + PxVec3 position; + PxF32 density; + + PxVec3 velocity; + ParticleFlags flags; +}; + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_FLUID_PARTICLE_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtParticleContactManagerStream.h b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleContactManagerStream.h new file mode 100644 index 00000000..86320ca0 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleContactManagerStream.h @@ -0,0 +1,214 @@ +// 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 PT_PARTICLE_CONTACT_MANAGER_STREAM_H +#define PT_PARTICLE_CONTACT_MANAGER_STREAM_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +namespace physx +{ + +struct PxsRigidCore; + +namespace Pt +{ + +class ParticleShape; + +struct ParticleStreamContactManager +{ + const PxsRigidCore* rigidCore; + const PxsShapeCore* shapeCore; + const PxTransform* w2sOld; + bool isDrain; + bool isDynamic; +}; + +struct ParticleStreamShape +{ + const ParticleShape* particleShape; + PxU32 numContactManagers; + const ParticleStreamContactManager* contactManagers; +}; + +class ParticleContactManagerStreamWriter +{ + public: + static PxU32 getStreamSize(PxU32 numParticleShapes, PxU32 numContactManagers) + { + return sizeof(PxU32) + // particle shape count + sizeof(PxU32) + // stream size + numParticleShapes * (sizeof(ParticleShape*) + sizeof(PxU32)) + // shape ll pointer + contact manager + // count per shape + numContactManagers * sizeof(ParticleStreamContactManager); // contact manager data + } + + PX_FORCE_INLINE ParticleContactManagerStreamWriter(PxU8* stream, PxU32 numParticleShapes, PxU32 numContactManagers) + : mStream(stream), mNumContactsPtr(NULL) + { + PX_ASSERT(mStream); + *reinterpret_cast<PxU32*>(mStream) = numParticleShapes; + mStream += sizeof(PxU32); + + *reinterpret_cast<PxU32*>(mStream) = getStreamSize(numParticleShapes, numContactManagers); + mStream += sizeof(PxU32); + } + + PX_FORCE_INLINE void addParticleShape(const ParticleShape* particleShape) + { + *reinterpret_cast<const ParticleShape**>(mStream) = particleShape; + mStream += sizeof(const ParticleShape*); + + mNumContactsPtr = reinterpret_cast<PxU32*>(mStream); + mStream += sizeof(PxU32); + + *mNumContactsPtr = 0; + } + + PX_FORCE_INLINE void addContactManager(const PxsRigidCore* rigidCore, const PxsShapeCore* shapeCore, + const PxTransform* w2sOld, bool isDrain, bool isDynamic) + { + ParticleStreamContactManager& cm = *reinterpret_cast<ParticleStreamContactManager*>(mStream); + mStream += sizeof(ParticleStreamContactManager); + + cm.rigidCore = rigidCore; + cm.shapeCore = shapeCore; + cm.w2sOld = w2sOld; + cm.isDrain = isDrain; + cm.isDynamic = isDynamic; + + PX_ASSERT(mNumContactsPtr); + (*mNumContactsPtr)++; + } + + private: + PxU8* mStream; + PxU32* mNumContactsPtr; +}; + +class ParticleContactManagerStreamIterator +{ + public: + PX_FORCE_INLINE ParticleContactManagerStreamIterator() + { + } + PX_FORCE_INLINE ParticleContactManagerStreamIterator(const PxU8* stream) : mStream(stream) + { + } + + ParticleContactManagerStreamIterator getNext(ParticleStreamShape& next) + { + const ParticleShape* const* tmp0 = reinterpret_cast<const ParticleShape* const*>(mStream); + mStream += sizeof(ParticleShape*); + const PxU32* tmp1 = reinterpret_cast<const PxU32*>(mStream); + next.particleShape = *tmp0; + next.numContactManagers = *tmp1; + mStream += sizeof(PxU32); + + next.contactManagers = reinterpret_cast<const ParticleStreamContactManager*>(mStream); + mStream += next.numContactManagers * sizeof(ParticleStreamContactManager); + + return ParticleContactManagerStreamIterator(mStream); + } + + PX_FORCE_INLINE ParticleContactManagerStreamIterator getNext() + { + mStream += sizeof(ParticleShape*); + PxU32 numContactManagers = *reinterpret_cast<const PxU32*>(mStream); + + mStream += sizeof(PxU32); + mStream += numContactManagers * sizeof(ParticleStreamContactManager); + return ParticleContactManagerStreamIterator(mStream); + } + + PX_FORCE_INLINE bool operator==(const ParticleContactManagerStreamIterator& it) + { + return mStream == it.mStream; + } + + PX_FORCE_INLINE bool operator!=(const ParticleContactManagerStreamIterator& it) + { + return mStream != it.mStream; + } + + PX_FORCE_INLINE const PxU8* getStream() + { + return mStream; + } + + private: + friend class ParticleContactManagerStreamReader; + + private: + const PxU8* mStream; +}; + +class ParticleContactManagerStreamReader +{ + public: + /* + Reads header of stream consisting of shape count and stream end pointer + */ + PX_FORCE_INLINE ParticleContactManagerStreamReader(const PxU8* stream) + { + PX_ASSERT(stream); + mStreamDataBegin = stream; + mNumParticleShapes = *reinterpret_cast<const PxU32*>(mStreamDataBegin); + mStreamDataBegin += sizeof(PxU32); + PxU32 streamSize = *reinterpret_cast<const PxU32*>(mStreamDataBegin); + mStreamDataBegin += sizeof(PxU32); + mStreamDataEnd = stream + streamSize; + } + + PX_FORCE_INLINE ParticleContactManagerStreamIterator getBegin() const + { + return ParticleContactManagerStreamIterator(mStreamDataBegin); + } + PX_FORCE_INLINE ParticleContactManagerStreamIterator getEnd() const + { + return ParticleContactManagerStreamIterator(mStreamDataEnd); + } + PX_FORCE_INLINE PxU32 getNumParticleShapes() const + { + return mNumParticleShapes; + } + + private: + PxU32 mNumParticleShapes; + const PxU8* mStreamDataBegin; + const PxU8* mStreamDataEnd; +}; + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_PARTICLE_CONTACT_MANAGER_STREAM_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtParticleData.h b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleData.h new file mode 100644 index 00000000..8093f2de --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleData.h @@ -0,0 +1,186 @@ +// 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 PT_PARTICLE_DATA_H +#define PT_PARTICLE_DATA_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "PtParticleSystemCore.h" +#include "PtParticle.h" + +namespace physx +{ + +namespace Pt +{ + +class ParticleData : public ParticleSystemState +{ + //= ATTENTION! ===================================================================================== + // Changing the data layout of this class breaks the binary serialization format. See comments for + // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData + // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION + // accordingly. + //================================================================================================== + PX_NOCOPY(ParticleData) + public: + //--------------------------- + // Implements ParticleSystemState + virtual bool addParticlesV(const PxParticleCreationData& creationData); + virtual void removeParticlesV(PxU32 count, const PxStrideIterator<const PxU32>& indices); + virtual void removeParticlesV(); + virtual PxU32 getParticleCountV() const; + virtual void getParticlesV(ParticleSystemStateDataDesc& particles, bool fullState, bool devicePtr) const; + virtual void setPositionsV(PxU32 numParticles, const PxStrideIterator<const PxU32>& indices, + const PxStrideIterator<const PxVec3>& positions); + virtual void setVelocitiesV(PxU32 numParticles, const PxStrideIterator<const PxU32>& indices, + const PxStrideIterator<const PxVec3>& velocities); + virtual void setRestOffsetsV(PxU32 numParticles, const PxStrideIterator<const PxU32>& indices, + const PxStrideIterator<const PxF32>& restOffsets); + virtual void addDeltaVelocitiesV(const Cm::BitMap& bufferMap, const PxVec3* buffer, PxReal multiplier); + + virtual PxBounds3 getWorldBoundsV() const; + virtual PxU32 getMaxParticlesV() const; + //~Implements ParticleSystemState + //--------------------------- + + PX_FORCE_INLINE PxU32 getMaxParticles() const + { + return mMaxParticles; + } + PX_FORCE_INLINE PxU32 getParticleCount() const + { + return mValidParticleCount; + } + PX_FORCE_INLINE const Cm::BitMap& getParticleMap() const + { + return mParticleMap; + } + PX_FORCE_INLINE PxU32 getValidParticleRange() const + { + return mValidParticleRange; + } + + PX_FORCE_INLINE Particle* getParticleBuffer() + { + return mParticleBuffer; + } + PX_FORCE_INLINE PxF32* getRestOffsetBuffer() + { + return mRestOffsetBuffer; + } + PX_FORCE_INLINE PxBounds3& getWorldBounds() + { + return mWorldBounds; + } + + // creation with copy + static ParticleData* create(ParticleSystemStateDataDesc& particles, const PxBounds3& bounds); + + // creation with init + static ParticleData* create(PxU32 maxParticles, bool perParticleRestOffsets); + static ParticleData* create(PxDeserializationContext& context); + + // creation from memory + + // release this instance and associated memory + void release(); + + // exports particle state and aggregated data to the binary stream. + void exportData(PxSerializationContext& stream); + static void getBinaryMetaData(PxOutputStream& stream); + // special function to get rid of non transferable state + void clearSimState(); + + void onOriginShift(const PxVec3& shift); + + private: + // placement serialization + ParticleData(PxU32 maxParticles, bool perParticleRestOffset); + ParticleData(ParticleSystemStateDataDesc& particles, const PxBounds3& bounds); + + // inplace deserialization + ParticleData(PxU8* address); + + virtual ~ParticleData(); + + PX_FORCE_INLINE static PxU32 getHeaderSize() + { + return (sizeof(ParticleData) + 15) & ~15; + } + PX_FORCE_INLINE static PxU32 getParticleBufferSize(PxU32 maxParticles) + { + return maxParticles * sizeof(Particle); + } + PX_FORCE_INLINE static PxU32 getRestOffsetBufferSize(PxU32 maxParticles, bool perParticleRestOffsets) + { + return perParticleRestOffsets ? maxParticles * sizeof(PxF32) : 0; + } + PX_FORCE_INLINE static PxU32 getBitmapSize(PxU32 maxParticles) + { + return ((maxParticles + 31) >> 5) * 4; + } + + PX_FORCE_INLINE static PxU32 getTotalSize(PxU32 maxParticles, bool perParticleRestOffsets) + { + return getHeaderSize() + getDataSize(maxParticles, perParticleRestOffsets); + } + + static PxU32 getDataSize(PxU32 maxParticles, bool perParticleRestOffsets) + { + PxU32 size = (getBitmapSize(maxParticles) + 15) & ~15; + size += getParticleBufferSize(maxParticles); + size += getRestOffsetBufferSize(maxParticles, perParticleRestOffsets); + return size; + } + + PX_FORCE_INLINE void removeParticle(PxU32 particleIndex); + + void fixupPointers(); + + private: + // This class is laid out following a strict convention for serialization/deserialization + bool mOwnMemory; + PxU32 mMaxParticles; // Maximal number of particles. + bool mHasRestOffsets; // Whether per particle offsets are supported. + PxU32 mValidParticleRange; // Index range in which valid particles are situated. + PxU32 mValidParticleCount; // The number of valid particles. + PxBounds3 mWorldBounds; // World bounds including all particles. + Particle* mParticleBuffer; // Main particle data buffer. + PxF32* mRestOffsetBuffer; // Per particle rest offsets. + Cm::BitMap mParticleMap; // Contains occupancy of all per particle data buffers. +}; + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_PARTICLE_DATA_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtParticleShape.h b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleShape.h new file mode 100644 index 00000000..7b9bdd29 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleShape.h @@ -0,0 +1,60 @@ +// 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 PT_PARTICLE_SHAPE_H +#define PT_PARTICLE_SHAPE_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "CmPhysXCommon.h" + +namespace physx +{ + +namespace Pt +{ + +class ParticleShape +{ + public: + virtual ~ParticleShape() + { + } + virtual PxBounds3 getBoundsV() const = 0; + virtual void setUserDataV(void* data) = 0; + virtual void* getUserDataV() const = 0; + virtual void destroyV() = 0; +}; + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_PARTICLE_SHAPE_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemCore.h b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemCore.h new file mode 100644 index 00000000..1005e4ec --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemCore.h @@ -0,0 +1,154 @@ +// 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 PT_PARTICLE_SYSTEM_CORE_H +#define PT_PARTICLE_SYSTEM_CORE_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "foundation/PxBounds3.h" +#include "foundation/PxStrideIterator.h" + +#include "CmPhysXCommon.h" +#include "PtParticleSystemFlags.h" +#include "particles/PxParticleReadData.h" +#include "CmBitMap.h" + +namespace physx +{ + +class PxParticleCreationData; +class PxSerializationContext; + +namespace Pt +{ + +typedef size_t ShapeHandle; +typedef size_t BodyHandle; + +/*! +Particle system / particle fluid parameter. API + internal. +*/ +struct ParticleSystemParameter +{ + //= ATTENTION! ===================================================================================== + // Changing the data layout of this class breaks the binary serialization format. See comments for + // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData + // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION + // accordingly. + //================================================================================================== + + ParticleSystemParameter(const PxEMPTY) : particleReadDataFlags(PxEmpty) + { + } + ParticleSystemParameter() + { + } + + PxReal restParticleDistance; + PxReal kernelRadiusMultiplier; + PxReal viscosity; + PxReal surfaceTension; + PxReal fadeInTime; + PxU32 flags; + PxU32 packetSizeMultiplierLog2; + PxReal restitution; + PxReal dynamicFriction; + PxReal staticFriction; + PxReal restDensity; + PxReal damping; + PxReal stiffness; + PxReal maxMotionDistance; + PxReal restOffset; + PxReal contactOffset; + PxPlane projectionPlane; + PxParticleReadDataFlags particleReadDataFlags; + PxU32 noiseCounter; // Needed for deterministic temporal noise +}; + +/*! +Descriptor for particle retrieval +*/ +struct ParticleSystemStateDataDesc +{ + PxU32 maxParticles; + PxU32 numParticles; + PxU32 validParticleRange; + const Cm::BitMap* bitMap; + PxStrideIterator<const PxVec3> positions; + PxStrideIterator<const PxVec3> velocities; + PxStrideIterator<const ParticleFlags> flags; + PxStrideIterator<const PxF32> restOffsets; +}; + +/*! +Descriptor for particle retrieval: TODO +*/ +struct ParticleSystemSimDataDesc +{ + PxStrideIterator<const PxF32> densities; //! Particle densities + PxStrideIterator<const PxVec3> collisionNormals; //! Particle collision normals + PxStrideIterator<const PxVec3> collisionVelocities; //! Particle collision velocities + PxStrideIterator<const PxVec3> twoWayImpluses; //! collision impulses(for two way interaction) + PxStrideIterator<BodyHandle> twoWayBodies; //! Colliding rigid bodies each particle (zero if no collision) +}; + +class ParticleSystemState +{ + public: + virtual ~ParticleSystemState() + { + } + virtual bool addParticlesV(const PxParticleCreationData& creationData) = 0; + virtual void removeParticlesV(PxU32 count, const PxStrideIterator<const PxU32>& indices) = 0; + virtual void removeParticlesV() = 0; + + /** + If fullState is set, the entire particle state is read, ignoring PxParticleReadDataFlags + */ + virtual void getParticlesV(ParticleSystemStateDataDesc& particles, bool fullState, bool devicePtr) const = 0; + virtual void setPositionsV(PxU32 numParticles, const PxStrideIterator<const PxU32>& indices, + const PxStrideIterator<const PxVec3>& positions) = 0; + virtual void setVelocitiesV(PxU32 numParticles, const PxStrideIterator<const PxU32>& indices, + const PxStrideIterator<const PxVec3>& velocities) = 0; + virtual void setRestOffsetsV(PxU32 numParticles, const PxStrideIterator<const PxU32>& indices, + const PxStrideIterator<const PxF32>& restOffsets) = 0; + virtual void addDeltaVelocitiesV(const Cm::BitMap& bufferMap, const PxVec3* buffer, PxReal multiplier) = 0; + + virtual PxBounds3 getWorldBoundsV() const = 0; + virtual PxU32 getMaxParticlesV() const = 0; + virtual PxU32 getParticleCountV() const = 0; +}; + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_PARTICLE_SYSTEM_CORE_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemFlags.h b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemFlags.h new file mode 100644 index 00000000..9052cce7 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemFlags.h @@ -0,0 +1,100 @@ +// 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 PT_PARTICLE_SYSTEM_FLAGS_H +#define PT_PARTICLE_SYSTEM_FLAGS_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "CmPhysXCommon.h" +#include "particles/PxParticleBaseFlag.h" + +namespace physx +{ + +namespace Pt +{ + +/* +ParticleSystems related constants +*/ +// Maximum number of particles per particle system +#define PT_PARTICLE_SYSTEM_PARTICLE_LIMIT 0xfffffffe + +/*! +PxParticleBaseFlag extension. +*/ +struct InternalParticleSystemFlag +{ + enum Enum + { + // flags need to go into the unused bits of PxParticleBaseFlag + eSPH = (1 << 16), + eDISABLE_POSITION_UPDATE_ON_CREATE = (1 << 17), + eDISABLE_POSITION_UPDATE_ON_SETPOS = (1 << 18) + }; +}; + +struct InternalParticleFlag +{ + enum Enum + { + // constraint info + eCONSTRAINT_0_VALID = (1 << 0), + eCONSTRAINT_1_VALID = (1 << 1), + eANY_CONSTRAINT_VALID = (eCONSTRAINT_0_VALID | eCONSTRAINT_1_VALID), + eCONSTRAINT_0_DYNAMIC = (1 << 2), + eCONSTRAINT_1_DYNAMIC = (1 << 3), + eALL_CONSTRAINT_MASK = (eANY_CONSTRAINT_VALID | eCONSTRAINT_0_DYNAMIC | eCONSTRAINT_1_DYNAMIC), + + // static geometry cache: 00 (cache invalid), 11 (cache valid and refreshed), 01 (cache valid, but aged by one + // step). + eGEOM_CACHE_BIT_0 = (1 << 4), + eGEOM_CACHE_BIT_1 = (1 << 5), + eGEOM_CACHE_MASK = (eGEOM_CACHE_BIT_0 | eGEOM_CACHE_BIT_1), + + // cuda update info + eCUDA_NOTIFY_CREATE = (1 << 6), + eCUDA_NOTIFY_SET_POSITION = (1 << 7), + eCUDA_NOTIFY_POSITION_CHANGE = (eCUDA_NOTIFY_CREATE | eCUDA_NOTIFY_SET_POSITION) + }; +}; + +struct ParticleFlags +{ + PxU16 api; // this is PxParticleFlag + PxU16 low; // this is InternalParticleFlag +}; + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_PARTICLE_SYSTEM_FLAGS_H diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemSim.h b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemSim.h new file mode 100644 index 00000000..c915d2fb --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtParticleSystemSim.h @@ -0,0 +1,136 @@ +// 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 PT_PARTICLE_SYSTEM_SIM_H +#define PT_PARTICLE_SYSTEM_SIM_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "CmPhysXCommon.h" +#include "PtParticleSystemCore.h" +#include "PtParticleShape.h" + +namespace physx +{ + +class PxParticleDeviceExclusiveAccess; + +namespace Pt +{ + +struct ParticleSystemSimDataDesc; +class ParticleSystemSim; + +/*! +\file +ParticleSystemSim interface. +*/ + +/************************************************************************/ +/* ParticleSystemsSim */ +/************************************************************************/ + +/** +Descriptor for the batched shape update pipeline stage +*/ +struct ParticleShapesUpdateInput +{ + ParticleShape** shapes; + PxU32 shapeCount; +}; + +/** +Descriptor for the batched collision update pipeline stage +*/ +struct ParticleCollisionUpdateInput +{ + PxU8* contactManagerStream; +}; + +/*! +Descriptor for updated particle packet shapes +*/ +struct ParticleShapeUpdateResults +{ + ParticleShape* const* createdShapes; //! Handles of newly created particle packet shapes + PxU32 createdShapeCount; //! Number of newly created particle packet shapes + ParticleShape* const* destroyedShapes; //! Handles of particle packet shapes to delete + PxU32 destroyedShapeCount; //! Number of particle packet shapes to delete +}; + +class ParticleSystemSim +{ + public: + virtual ParticleSystemState& getParticleStateV() = 0; + virtual void getSimParticleDataV(ParticleSystemSimDataDesc& simParticleData, bool devicePtr) const = 0; + virtual void getShapesUpdateV(ParticleShapeUpdateResults& updateResults) const = 0; + + virtual void setExternalAccelerationV(const PxVec3& v) = 0; + virtual const PxVec3& getExternalAccelerationV() const = 0; + + virtual void setSimulationTimeStepV(PxReal value) = 0; + virtual PxReal getSimulationTimeStepV() const = 0; + + virtual void setSimulatedV(bool) = 0; + virtual Ps::IntBool isSimulatedV() const = 0; + + // gpuBuffer specifies that the interaction was created asynchronously to gpu execution (for rb ccd) + virtual void addInteractionV(const ParticleShape& particleShape, ShapeHandle shape, BodyHandle body, bool isDynamic, + bool gpuBuffer) = 0; + + // gpuBuffer specifies that the interaction was created asynchronously to gpu execution (for rb ccd) + virtual void removeInteractionV(const ParticleShape& particleShape, ShapeHandle shape, BodyHandle body, + bool isDynamic, bool isDyingRb, bool gpuBuffer) = 0; + + virtual void onRbShapeChangeV(const ParticleShape& particleShape, ShapeHandle shape) = 0; + + // applies the buffered interaction updates. + virtual void flushBufferedInteractionUpdatesV() = 0; + + // passes the contact manager stream needed for collision - the callee is responsible for releasing it + virtual void passCollisionInputV(ParticleCollisionUpdateInput input) = 0; + +#if PX_SUPPORT_GPU_PHYSX + virtual Ps::IntBool isGpuV() const = 0; + virtual void enableDeviceExclusiveModeGpuV() = 0; + virtual PxParticleDeviceExclusiveAccess* getDeviceExclusiveAccessGpuV() const = 0; +#endif + + protected: + virtual ~ParticleSystemSim() + { + } +}; + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_PARTICLE_SYSTEM_SIM_H |