// // 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. // This file was generated by NvParameterized/scripts/GenParameterized.pl #ifndef HEADER_DestructibleActorState_h #define HEADER_DestructibleActorState_h #include "NvParametersTypes.h" #ifndef NV_PARAMETERIZED_ONLY_LAYOUTS #include "nvparameterized/NvParameterized.h" #include "nvparameterized/NvParameterizedTraits.h" #include "NvParameters.h" #include "NvTraitsInternal.h" #endif namespace nvidia { namespace destructible { #if PX_VC #pragma warning(push) #pragma warning(disable: 4324) // structure was padded due to __declspec(align()) #endif namespace DestructibleActorStateNS { struct GroupsMask_Type; struct ShapeDescFlags_Type; struct ShapeDescTemplate_Type; struct ContactPairFlag_Type; struct ActorDescFlags_Type; struct ActorDescTemplate_Type; struct BodyDescFlags_Type; struct BodyDescTemplate_Type; struct DestructibleDepthParameters_Type; struct DestructibleParametersFlag_Type; struct FractureGlass_Type; struct FractureVoronoi_Type; struct FractureAttachment_Type; struct RuntimeFracture_Type; struct DestructibleParameters_Type; struct DamageSpreadFunction_Type; struct DestructibleDepthParameters_Type { bool OVERRIDE_IMPACT_DAMAGE; bool OVERRIDE_IMPACT_DAMAGE_VALUE; bool IGNORE_POSE_UPDATES; bool IGNORE_RAYCAST_CALLBACKS; bool IGNORE_CONTACT_CALLBACKS; bool USER_FLAG_0; bool USER_FLAG_1; bool USER_FLAG_2; bool USER_FLAG_3; }; struct GroupsMask_Type { bool useGroupsMask; uint32_t bits0; uint32_t bits1; uint32_t bits2; uint32_t bits3; }; struct DestructibleParametersFlag_Type { bool ACCUMULATE_DAMAGE; bool DEBRIS_TIMEOUT; bool DEBRIS_MAX_SEPARATION; bool CRUMBLE_SMALLEST_CHUNKS; bool ACCURATE_RAYCASTS; bool USE_VALID_BOUNDS; bool CRUMBLE_VIA_RUNTIME_FRACTURE; }; struct ShapeDescFlags_Type { bool NX_TRIGGER_ON_ENTER; bool NX_TRIGGER_ON_LEAVE; bool NX_TRIGGER_ON_STAY; bool NX_SF_VISUALIZATION; bool NX_SF_DISABLE_COLLISION; bool NX_SF_FEATURE_INDICES; bool NX_SF_DISABLE_RAYCASTING; bool NX_SF_POINT_CONTACT_FORCE; bool NX_SF_FLUID_DRAIN; bool NX_SF_FLUID_DISABLE_COLLISION; bool NX_SF_FLUID_TWOWAY; bool NX_SF_DISABLE_RESPONSE; bool NX_SF_DYNAMIC_DYNAMIC_CCD; bool NX_SF_DISABLE_SCENE_QUERIES; bool NX_SF_CLOTH_DRAIN; bool NX_SF_CLOTH_DISABLE_COLLISION; bool NX_SF_CLOTH_TWOWAY; bool NX_SF_SOFTBODY_DRAIN; bool NX_SF_SOFTBODY_DISABLE_COLLISION; bool NX_SF_SOFTBODY_TWOWAY; }; struct ShapeDescTemplate_Type { ShapeDescFlags_Type flags; uint16_t collisionGroup; GroupsMask_Type groupsMask; uint16_t materialIndex; float density; float skinWidth; uint64_t userData; uint64_t name; }; struct FractureGlass_Type { uint32_t numSectors; float sectorRand; float firstSegmentSize; float segmentScale; float segmentRand; }; struct DamageSpreadFunction_Type { float minimumRadius; float radiusMultiplier; float falloffExponent; }; struct FractureVoronoi_Type { physx::PxVec3 dimensions; uint32_t numCells; float biasExp; float maxDist; }; struct ContactPairFlag_Type { bool NX_IGNORE_PAIR; bool NX_NOTIFY_ON_START_TOUCH; bool NX_NOTIFY_ON_END_TOUCH; bool NX_NOTIFY_ON_TOUCH; bool NX_NOTIFY_ON_IMPACT; bool NX_NOTIFY_ON_ROLL; bool NX_NOTIFY_ON_SLIDE; bool NX_NOTIFY_FORCES; bool NX_NOTIFY_ON_START_TOUCH_FORCE_THRESHOLD; bool NX_NOTIFY_ON_END_TOUCH_FORCE_THRESHOLD; bool NX_NOTIFY_ON_TOUCH_FORCE_THRESHOLD; bool NX_NOTIFY_CONTACT_MODIFICATION; }; struct BodyDescFlags_Type { bool NX_BF_DISABLE_GRAVITY; bool NX_BF_FILTER_SLEEP_VEL; bool NX_BF_ENERGY_SLEEP_TEST; bool NX_BF_VISUALIZATION; }; struct BodyDescTemplate_Type { BodyDescFlags_Type flags; float wakeUpCounter; float linearDamping; float angularDamping; float maxAngularVelocity; float CCDMotionThreshold; float sleepLinearVelocity; float sleepAngularVelocity; uint32_t solverIterationCount; float sleepEnergyThreshold; float sleepDamping; float contactReportThreshold; }; struct FractureAttachment_Type { bool posX; bool negX; bool posY; bool negY; bool posZ; bool negZ; }; struct RuntimeFracture_Type { const char* RuntimeFractureType; bool sheetFracture; uint32_t depthLimit; bool destroyIfAtDepthLimit; float minConvexSize; float impulseScale; FractureGlass_Type glass; FractureVoronoi_Type voronoi; FractureAttachment_Type attachment; }; struct DestructibleParameters_Type { float damageCap; float forceToDamage; float impactVelocityThreshold; uint32_t minimumFractureDepth; int32_t impactDamageDefaultDepth; int32_t debrisDepth; uint32_t essentialDepth; float debrisLifetimeMin; float debrisLifetimeMax; float debrisMaxSeparationMin; float debrisMaxSeparationMax; float debrisDestructionProbability; physx::PxBounds3 validBounds; float maxChunkSpeed; DestructibleParametersFlag_Type flags; float fractureImpulseScale; uint16_t damageDepthLimit; uint16_t dynamicChunkDominanceGroup; GroupsMask_Type dynamicChunksGroupsMask; RuntimeFracture_Type runtimeFracture; float supportStrength; int8_t legacyChunkBoundsTestSetting; int8_t legacyDamageRadiusSpreadSetting; bool alwaysDrawScatterMesh; }; struct ActorDescFlags_Type { bool NX_AF_DISABLE_COLLISION; bool NX_AF_DISABLE_RESPONSE; bool NX_AF_LOCK_COM; bool NX_AF_FLUID_DISABLE_COLLISION; bool NX_AF_CONTACT_MODIFICATION; bool NX_AF_FORCE_CONE_FRICTION; bool NX_AF_USER_ACTOR_PAIR_FILTERING; }; struct ActorDescTemplate_Type { ActorDescFlags_Type flags; float density; uint16_t actorCollisionGroup; uint16_t dominanceGroup; ContactPairFlag_Type contactReportFlags; uint16_t forceFieldMaterial; uint64_t userData; uint64_t name; uint64_t compartment; }; struct ParametersStruct { bool enableCrumbleEmitter; bool enableDustEmitter; uint32_t lod; bool forceLod; DestructibleParameters_Type destructibleParameters; uint64_t userData; NvParameterized::Interface* actorParameters; NvParameterized::Interface* actorChunks; }; static const uint32_t checksum[] = { 0xc6984ee8, 0x0dae2202, 0x4f638ad1, 0x24536329, }; } // namespace DestructibleActorStateNS #ifndef NV_PARAMETERIZED_ONLY_LAYOUTS class DestructibleActorState : public NvParameterized::NvParameters, public DestructibleActorStateNS::ParametersStruct { public: DestructibleActorState(NvParameterized::Traits* traits, void* buf = 0, int32_t* refCount = 0); virtual ~DestructibleActorState(); virtual void destroy(); static const char* staticClassName(void) { return("DestructibleActorState"); } const char* className(void) const { return(staticClassName()); } static const uint32_t ClassVersion = ((uint32_t)0 << 16) + (uint32_t)4; static uint32_t staticVersion(void) { return ClassVersion; } uint32_t version(void) const { return(staticVersion()); } static const uint32_t ClassAlignment = 8; static const uint32_t* staticChecksum(uint32_t& bits) { bits = 8 * sizeof(DestructibleActorStateNS::checksum); return DestructibleActorStateNS::checksum; } static void freeParameterDefinitionTable(NvParameterized::Traits* traits); const uint32_t* checksum(uint32_t& bits) const { return staticChecksum(bits); } const DestructibleActorStateNS::ParametersStruct& parameters(void) const { DestructibleActorState* tmpThis = const_cast(this); return *(static_cast(tmpThis)); } DestructibleActorStateNS::ParametersStruct& parameters(void) { return *(static_cast(this)); } virtual NvParameterized::ErrorType getParameterHandle(const char* long_name, NvParameterized::Handle& handle) const; virtual NvParameterized::ErrorType getParameterHandle(const char* long_name, NvParameterized::Handle& handle); void initDefaults(void); protected: virtual const NvParameterized::DefinitionImpl* getParameterDefinitionTree(void); virtual const NvParameterized::DefinitionImpl* getParameterDefinitionTree(void) const; virtual void getVarPtr(const NvParameterized::Handle& handle, void*& ptr, size_t& offset) const; private: void buildTree(void); void initDynamicArrays(void); void initStrings(void); void initReferences(void); void freeDynamicArrays(void); void freeStrings(void); void freeReferences(void); static bool mBuiltFlag; static NvParameterized::MutexType mBuiltFlagMutex; }; class DestructibleActorStateFactory : public NvParameterized::Factory { static const char* const vptr; public: virtual void freeParameterDefinitionTable(NvParameterized::Traits* traits) { DestructibleActorState::freeParameterDefinitionTable(traits); } virtual NvParameterized::Interface* create(NvParameterized::Traits* paramTraits) { // placement new on this class using mParameterizedTraits void* newPtr = paramTraits->alloc(sizeof(DestructibleActorState), DestructibleActorState::ClassAlignment); if (!NvParameterized::IsAligned(newPtr, DestructibleActorState::ClassAlignment)) { NV_PARAM_TRAITS_WARNING(paramTraits, "Unaligned memory allocation for class DestructibleActorState"); paramTraits->free(newPtr); return 0; } memset(newPtr, 0, sizeof(DestructibleActorState)); // always initialize memory allocated to zero for default values return NV_PARAM_PLACEMENT_NEW(newPtr, DestructibleActorState)(paramTraits); } virtual NvParameterized::Interface* finish(NvParameterized::Traits* paramTraits, void* bufObj, void* bufStart, int32_t* refCount) { if (!NvParameterized::IsAligned(bufObj, DestructibleActorState::ClassAlignment) || !NvParameterized::IsAligned(bufStart, DestructibleActorState::ClassAlignment)) { NV_PARAM_TRAITS_WARNING(paramTraits, "Unaligned memory allocation for class DestructibleActorState"); return 0; } // Init NvParameters-part // We used to call empty constructor of DestructibleActorState here // but it may call default constructors of members and spoil the data NV_PARAM_PLACEMENT_NEW(bufObj, NvParameterized::NvParameters)(paramTraits, bufStart, refCount); // Init vtable (everything else is already initialized) *(const char**)bufObj = vptr; return (DestructibleActorState*)bufObj; } virtual const char* getClassName() { return (DestructibleActorState::staticClassName()); } virtual uint32_t getVersion() { return (DestructibleActorState::staticVersion()); } virtual uint32_t getAlignment() { return (DestructibleActorState::ClassAlignment); } virtual const uint32_t* getChecksum(uint32_t& bits) { return (DestructibleActorState::staticChecksum(bits)); } }; #endif // NV_PARAMETERIZED_ONLY_LAYOUTS } // namespace destructible } // namespace nvidia #if PX_VC #pragma warning(pop) #endif #endif