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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 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