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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/SimulationController/src/particles/ScParticleSystemSim.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 'PhysX_3.4/Source/SimulationController/src/particles/ScParticleSystemSim.h')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/particles/ScParticleSystemSim.h | 174 |
1 files changed, 174 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/particles/ScParticleSystemSim.h b/PhysX_3.4/Source/SimulationController/src/particles/ScParticleSystemSim.h new file mode 100644 index 00000000..c020ca18 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/particles/ScParticleSystemSim.h @@ -0,0 +1,174 @@ +// 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 |