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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/Source/PhysXGpu/include/PxSceneGpu.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 PX_SCENE_GPU_H
+#define PX_SCENE_GPU_H
+
+#include "Ps.h"
+
+namespace physx
+{
+
+ class PxBaseTask;
+
+namespace cloth
+{
+ class Factory;
+ class Cloth;
+}
+
+namespace Pt
+{
+ class ParticleSystemSim;
+ struct ParticleSystemStateDataDesc;
+ struct ParticleSystemParameter;
+ struct ParticleShapesUpdateInput;
+}
+
+/**
+\brief Interface to manage a set of cuda accelerated feature instances that share the same physx::PxCudaContextManager and PxRigidBodyAccessGpu instance.
+*/
+class PxSceneGpu
+{
+public:
+
+ /**
+ \brief release instance.
+ */
+ virtual void release() = 0;
+
+ /**
+ Adds a particle system to the cuda PhysX lowlevel. Currently the particle system is just associated with a CudaContextManager.
+ Later it will be will be is some kind of scene level context for batched stepping.
+
+ \param state The particle state to initialize the particle system. For initialization with 0 particles, Pt::ParticleSystemStateDataDesc::validParticleRange == 0.
+ \param parameter To configure the particle system pipeline
+ */
+ virtual Pt::ParticleSystemSim* addParticleSystem(const Pt::ParticleSystemStateDataDesc& state, const Pt::ParticleSystemParameter& parameter) = 0;
+
+ /**
+ Removed a particle system from the cuda PhysX lowlevel.
+ */
+ virtual void removeParticleSystem(Pt::ParticleSystemSim* particleSystem) = 0;
+
+ /**
+ Notify shape change
+ */
+ virtual void onShapeChange(size_t shapeHandle, size_t bodyHandle, bool isDynamic) = 0;
+
+ /**
+ Batched scheduling of shape generation. Pt::ParticleShapesUpdateInput::shapes ownership transfered to callee.
+ */
+ virtual physx::PxBaseTask& scheduleParticleShapeUpdate(Pt::ParticleSystemSim** particleSystems, Pt::ParticleShapesUpdateInput* inputs, physx::PxU32 batchSize, physx::PxBaseTask& continuation) = 0;
+
+ /**
+ Batched scheduling of collision input update.
+ */
+ virtual physx::PxBaseTask& scheduleParticleCollisionInputUpdate(Pt::ParticleSystemSim** particleSystems, physx::PxU32 batchSize, physx::PxBaseTask& continuation) = 0;
+
+ /**
+ Batched scheduling of particles update.
+ */
+ virtual physx::PxBaseTask& scheduleParticlePipeline(Pt::ParticleSystemSim** particleSystems, physx::PxU32 batchSize, physx::PxBaseTask& continuation) = 0;
+};
+
+}
+
+#endif // PX_SCENE_GPU_H