/* * 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 __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__