// // 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 __DESTRUCTIBLE_PREVIEW_IMPL_H__ #define __DESTRUCTIBLE_PREVIEW_IMPL_H__ #include "Apex.h" #include "ApexPreview.h" #include "RenderMesh.h" #include "DestructiblePreview.h" namespace nvidia { namespace destructible { class DestructiblePreviewImpl : public ApexResource, public ApexPreview { public: DestructibleAssetImpl* m_asset; DestructiblePreview* m_api; uint32_t m_chunkDepth; float m_explodeAmount; RenderMeshActor* m_renderMeshActors[DestructibleActorMeshType::Count]; // Indexed by DestructibleActorMeshType::Enum physx::Array m_instancedChunkRenderMeshActors; // One per render mesh actor per instanced chunk physx::Array m_instancedActorVisiblePart; physx::Array m_instancedChunkActorMap; // from instanced chunk instanceInfo index to actor index physx::Array m_chunkInstanceBuffers; physx::Array< physx::Array< DestructibleAssetImpl::ChunkInstanceBufferDataElement > > m_chunkInstanceBufferData; bool m_drawUnexpandedChunksStatically; void* m_userData; void setExplodeView(uint32_t depth, float explode); void updateRenderResources(bool rewriteBuffers, void* userRenderData); RenderMeshActor* getRenderMeshActor() const { return m_renderMeshActors[(!m_drawUnexpandedChunksStatically || m_explodeAmount != 0.0f) ? DestructibleActorMeshType::Skinned : DestructibleActorMeshType::Static]; } void updateRenderResources(void* userRenderData); void dispatchRenderResources(UserRenderer& renderer); // ApexPreview methods void setPose(const PxMat44& pose); Renderable* getRenderable() { return DYNAMIC_CAST(Renderable*)(m_api); } void release(); void destroy(); DestructiblePreviewImpl(DestructiblePreview* _api, DestructibleAssetImpl& _asset, const NvParameterized::Interface* params); virtual ~DestructiblePreviewImpl(); protected: void setChunkVisibility(uint16_t index, bool visibility) { PX_ASSERT((int32_t)index < m_asset->mParams->chunks.arraySizes[0]); if (visibility) { mVisibleChunks.use(index); } else { mVisibleChunks.free(index); } DestructibleAssetParametersNS::Chunk_Type& sourceChunk = m_asset->mParams->chunks.buf[index]; if ((sourceChunk.flags & DestructibleAssetImpl::Instanced) == 0) { // Not instanced - need to choose the static or dynamic mesh, and set visibility for the render mesh actor const DestructibleActorMeshType::Enum typeN = (m_explodeAmount != 0.0f || !m_drawUnexpandedChunksStatically) ? DestructibleActorMeshType::Skinned : DestructibleActorMeshType::Static; m_renderMeshActors[typeN]->setVisibility(visibility, sourceChunk.meshPartIndex); } } void setInstancedChunkCount(uint32_t count); IndexBank mVisibleChunks; uint16_t m_instancedChunkCount; }; } } // end namespace nvidia #endif // __DESTRUCTIBLEACTOR_H__