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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/SimulationController/src/particles/ScParticleSystemSim.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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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_PHYSICS_SCP_PARTICLE_SYSTEM_SIM
+#define PX_PHYSICS_SCP_PARTICLE_SYSTEM_SIM
+
+#include "CmPhysXCommon.h"
+#include "PxPhysXConfig.h"
+#if PX_USE_PARTICLE_SYSTEM_API
+
+#include "ScScene.h"
+#include "ScActorSim.h"
+#include "ScRigidSim.h"
+#include "PsPool.h"
+
+#include "ScParticlePacketShape.h"
+#include "PtParticleSystemSim.h"
+
+namespace physx
+{
+
+#if PX_SUPPORT_GPU_PHYSX
+class PxParticleDeviceExclusiveAccess;
+#endif
+
+namespace Pt
+{
+ class Context;
+ class ParticleSystemSim;
+ class ParticleShape;
+ class ParticleSystemState;
+ struct ParticleSystemSimDataDesc;
+ struct ParticleShapesUpdateInput;
+ struct ParticleCollisionUpdateInput;
+}
+
+namespace Sc
+{
+ class ParticleSystemCore;
+ class ShapeSim;
+ class ParticlePacketShape;
+
+#define PX_PARTICLE_SYSTEM_DEBUG_RENDERING 1
+
+ class ParticleSystemSim : public ActorSim
+ {
+ public:
+
+ ParticleSystemSim(Scene&, ParticleSystemCore&);
+
+ void release(bool releaseStateBuffers);
+
+ PxFilterData getSimulationFilterData() const;
+ void scheduleRefiltering();
+ void resetFiltering();
+
+ void setFlags(PxU32 flags);
+ PxU32 getInternalFlags() const;
+
+ void getSimParticleData(Pt::ParticleSystemSimDataDesc& simParticleData, bool devicePtr) const;
+ Pt::ParticleSystemState& getParticleState();
+
+ void addInteraction(const ParticlePacketShape& particleShape, const ShapeSim& shape, const PxU32 ccdPass);
+ void removeInteraction(const ParticlePacketShape& particleShape, const ShapeSim& shape, bool isDyingRb, const PxU32 ccdPass);
+ void onRbShapeChange(const ParticlePacketShape& particleShape, const ShapeSim& shape);
+
+ void processShapesUpdate();
+#if PX_SUPPORT_GPU_PHYSX
+ Ps::IntBool isGpu() const { return mLLSim->isGpuV(); }
+#endif
+ // batched updates
+ static PxBaseTask& scheduleShapeGeneration(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
+ static PxBaseTask& scheduleDynamicsCpu(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
+ static PxBaseTask& scheduleCollisionPrep(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
+ static PxBaseTask& scheduleCollisionCpu(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
+ static PxBaseTask& schedulePipelineGpu(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
+
+ //---------------------------------------------------------------------------------
+ // Actor implementation
+ //---------------------------------------------------------------------------------
+ public:
+ // non-DDI methods:
+
+ // Core functionality
+ void startStep();
+ void endStep();
+
+ void unlinkParticleShape(ParticlePacketShape* particleShape);
+
+ ParticleSystemCore& getCore() const;
+
+#if PX_SUPPORT_GPU_PHYSX
+ void enableDeviceExclusiveModeGpu();
+ PxParticleDeviceExclusiveAccess*
+ getDeviceExclusiveAccessGpu() const;
+#endif
+
+ private:
+ ~ParticleSystemSim() {}
+
+ void createShapeUpdateInput(Pt::ParticleShapesUpdateInput& input);
+ void createCollisionUpdateInput(Pt::ParticleCollisionUpdateInput& input);
+ void updateRigidBodies();
+ void prepareCollisionInput(PxBaseTask* continuation);
+
+ // ParticleSystem packet handling
+ void releaseParticlePacketShapes();
+ PX_INLINE void addParticlePacket(Pt::ParticleShape* llParticleShape);
+ PX_INLINE void removeParticlePacket(const Pt::ParticleShape * llParticleShape);
+
+
+#if PX_ENABLE_DEBUG_VISUALIZATION
+ public:
+ void visualizeStartStep(Cm::RenderOutput& out);
+ void visualizeEndStep(Cm::RenderOutput& out);
+
+ private:
+ void visualizeParticlesBounds(Cm::RenderOutput& out);
+ void visualizeParticles(Cm::RenderOutput& out);
+ void visualizeCollisionNormals(Cm::RenderOutput& out);
+ void visualizeSpatialGrid(Cm::RenderOutput& out);
+ void visualizeBroadPhaseBounds(Cm::RenderOutput& out);
+ void visualizeInteractions(Cm::RenderOutput& out); // MS: Might be helpful for debugging
+#endif // PX_ENABLE_DEBUG_VISUALIZATION
+
+
+ private:
+ Pt::ParticleSystemSim* mLLSim;
+
+ // Array of particle packet shapes
+ Ps::Pool<ParticlePacketShape> mParticlePacketShapePool;
+ Ps::Array<ParticlePacketShape*> mParticlePacketShapes;
+
+ // Count interactions for sizing the contact manager stream
+ PxU32 mInteractionCount;
+
+ typedef Cm::DelegateTask<Sc::ParticleSystemSim, &Sc::ParticleSystemSim::prepareCollisionInput> CollisionInputPrepTask;
+ CollisionInputPrepTask mCollisionInputPrepTask;
+ };
+
+} // namespace Sc
+
+}
+
+#endif // PX_USE_PARTICLE_SYSTEM_API
+
+#endif