/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #ifndef APEX_SCENE_TASKS_H #define APEX_SCENE_TASKS_H #include "ApexScene.h" #include "PsAllocator.h" namespace nvidia { namespace apex { class PhysXSimulateTask : public PxTask, public UserAllocated { public: PhysXSimulateTask(ApexScene& scene, CheckResultsTask& checkResultsTask); ~PhysXSimulateTask(); const char* getName() const; void run(); void setElapsedTime(float elapsedTime); void setFollowingTask(PxBaseTask* following); #if PX_PHYSICS_VERSION_MAJOR == 3 void setScratchBlock(void* scratchBlock, uint32_t size) { mScratchBlock = scratchBlock; mScratchBlockSize = size; } #endif protected: ApexScene* mScene; float mElapsedTime; PxBaseTask* mFollowingTask; CheckResultsTask& mCheckResultsTask; #if PX_PHYSICS_VERSION_MAJOR == 3 void* mScratchBlock; uint32_t mScratchBlockSize; #endif private: PhysXSimulateTask& operator=(const PhysXSimulateTask&); }; class CheckResultsTask : public PxTask, public UserAllocated { public: CheckResultsTask(ApexScene& scene) : mScene(&scene) {} const char* getName() const; void run(); protected: ApexScene* mScene; }; class FetchResultsTask : public PxTask, public UserAllocated { public: FetchResultsTask(ApexScene& scene) : mScene(&scene) , mFollowingTask(NULL) {} const char* getName() const; void run(); /** * \brief Called by dispatcher after Task has been run. * * If you re-implement this method, you must call this base class * version before returning. */ void release(); void setFollowingTask(PxBaseTask* following); protected: ApexScene* mScene; PxBaseTask* mFollowingTask; }; /** * This task is solely meant to record the duration of APEX's "during tick" tasks. * It could be removed and replaced with only the check results task if it is found * to be a performance issue. */ #if APEX_DURING_TICK_TIMING_FIX class DuringTickCompleteTask : public PxTask, public UserAllocated { public: DuringTickCompleteTask(ApexScene& scene) : mScene(&scene) {} const char* getName() const; void run(); protected: ApexScene* mScene; }; #endif /* This tasks loops all intermediate steps until the final fetchResults can be called */ class PhysXBetweenStepsTask : public PxLightCpuTask, public UserAllocated { public: PhysXBetweenStepsTask(ApexScene& scene) : mScene(scene), mSubStepSize(0.0f), mNumSubSteps(0), mSubStepNumber(0), mLast(NULL) {} const char* getName() const; void run(); void setSubstepSize(float substepSize, uint32_t numSubSteps); void setFollower(uint32_t substepNumber, PxTask* last); protected: ApexScene& mScene; float mSubStepSize; uint32_t mNumSubSteps; uint32_t mSubStepNumber; PxTask* mLast; private: PhysXBetweenStepsTask& operator=(const PhysXBetweenStepsTask&); }; } } #endif