// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef CLOTHING_ACTOR_TASKS_H #define CLOTHING_ACTOR_TASKS_H #include "PxTask.h" #if APEX_UE4 #include "PsSync.h" #include "ApexInterface.h" #endif namespace nvidia { namespace clothing { class ClothingActorImpl; class ClothingActorData; class ClothingActorBeforeTickTask : public physx::PxLightCpuTask { public: ClothingActorBeforeTickTask(ClothingActorImpl* actor) : mActor(actor), mDeltaTime(0.0f), mSubstepSize(0.0f), mNumSubSteps(0) {} #if APEX_UE4 ~ClothingActorBeforeTickTask() {} #endif PX_INLINE void setDeltaTime(float simulationDelta, float substepSize, uint32_t numSubSteps) { mDeltaTime = simulationDelta; mSubstepSize = substepSize; mNumSubSteps = numSubSteps; } virtual void run(); virtual const char* getName() const; private: ClothingActorImpl* mActor; float mDeltaTime; float mSubstepSize; uint32_t mNumSubSteps; }; class ClothingActorDuringTickTask : public physx::PxTask { public: ClothingActorDuringTickTask(ClothingActorImpl* actor) : mActor(actor) {} virtual void run(); virtual const char* getName() const; private: ClothingActorImpl* mActor; }; class ClothingActorFetchResultsTask : #if APEX_UE4 public PxTask #else public physx::PxLightCpuTask #endif { public: ClothingActorFetchResultsTask(ClothingActorImpl* actor) : mActor(actor) {} virtual void run(); virtual const char* getName() const; #if APEX_UE4 virtual void release(); #endif private: ClothingActorImpl* mActor; }; } } // namespace nvidia #endif