// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PXS_SIMULATION_CONTROLLER_H #define PXS_SIMULATION_CONTROLLER_H #include "foundation/PxSimpleTypes.h" #include "foundation/PxPreprocessor.h" #include "foundation/PxTransform.h" #include "DyGpuAPI.h" #include "CmBitMap.h" #include "PsArray.h" namespace physx { namespace Dy { class Context; struct Constraint; } namespace Cm { class EventProfiler; } namespace Bp { class BoundsArray; class BroadPhase; } namespace IG { class SimpleIslandManager; class IslandSim; } class PxGpuDispatcher; class PxsTransformCache; class PxvNphaseImplementationContext; class PxBaseTask; struct PxsBodySim; struct PxsShapeSim; class PxsRigidBody; class PxsKernelWranglerManager; class PxsHeapMemoryAllocatorManager; template class PxgIterator; struct PxgSolverConstraintManagerConstants; class PxsSimulationControllerCallback { public: virtual void updateScBodyAndShapeSim(PxBaseTask* continuation) = 0; virtual PxU32 getNbCcdBodies() = 0; virtual ~PxsSimulationControllerCallback() {} }; class PxsSimulationController { public: PxsSimulationController(PxsSimulationControllerCallback* callback): mCallback(callback){} virtual ~PxsSimulationController(){} virtual void addJoint(const PxU32 edgeIndex, Dy::Constraint* constraint, IG::IslandSim& islandSim, Ps::Array& jointIndices, Ps::Array& managerIter, PxU32 uniqueId) = 0; virtual void removeJoint(const PxU32 edgeIndex, Dy::Constraint* constraint, Ps::Array& jointIndices, IG::IslandSim& islandSim) = 0; virtual void addShape(PxsShapeSim* shapeSim, const PxU32 index) = 0; virtual void removeShape(const PxU32 index) = 0; virtual void addDynamic(PxsRigidBody* rigidBody, const PxU32 nodeIndex) = 0; virtual void addDynamics(PxsRigidBody** rigidBody, const PxU32* nodeIndex, PxU32 nbToProcess) = 0; virtual void updateJoint(const PxU32 edgeIndex, Dy::Constraint* constraint) = 0; virtual void updateBodies(PxsRigidBody** rigidBodies, PxU32* nodeIndices, const PxU32 nbBodies) = 0; virtual void updateBody(PxsRigidBody* rigidBodies, const PxU32 nodeIndex) = 0; virtual void updateBodiesAndShapes(PxBaseTask* continuation, bool extrudeHeightfields) = 0; virtual void update(const PxU32 bitMapWordCounts) = 0; virtual void gpuDmabackData(PxsTransformCache& cache, Bp::BoundsArray& boundArray, Cm::BitMapPinned& changedAABBMgrHandles) = 0; virtual void udpateScBodyAndShapeSim(PxsTransformCache& cache, Bp::BoundsArray& boundArray, PxBaseTask* continuation) = 0; virtual PxU32* getActiveBodies() = 0; virtual PxU32* getDeactiveBodies() = 0; virtual PxsBodySim* getBodySims() = 0; virtual PxU32 getNbBodies() = 0; virtual PxU32* getUnfrozenShapes() = 0; virtual PxU32* getFrozenShapes() = 0; virtual PxsShapeSim** getShapeSims() = 0; virtual PxU32 getNbFrozenShapes() = 0; virtual PxU32 getNbUnfrozenShapes() = 0; virtual void clear() = 0; virtual void setBounds(Bp::BoundsArray* boundArray) = 0; virtual void reserve(const PxU32 nbBodies) = 0; protected: PxsSimulationControllerCallback* mCallback; }; PxsSimulationController* createSimulationController(PxsSimulationControllerCallback* callback); } #endif