// // 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) 2008-2018 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 PT_CONTEXT_H #define PT_CONTEXT_H #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "PtParticleSystemSim.h" #include "PtParticleShape.h" #include "PtBodyTransformVault.h" namespace physx { class PxSceneGpu; class PxBaseTask; class PxLightCpuTask; class PxTaskManager; namespace Cm { class FlushPool; } namespace Pt { class BodyTransformVault; /** Per scene manager class for particle systems. All particle systems part of a context are stepped collectively. The class represents a common interface for CPU and GPU particles. Currently the Pt::ContextCpu implementation also contains code to create and schedule GPU particle systems. Eventually all that logic should move either to a Pt::ContextGPU class or PxSceneGpu should be changed to implement the Content interface directly. */ class Context { PX_NOCOPY(Context) public: /** Deallocates all resources created for the particle context instance. */ virtual void destroy() = 0; /** Add a particle system to the particle low level context. Onwership of ParticleData is transfered to the low level particle system in case of the CPU implementation. For the GPU implementation, the content is copied and the ParticleData released. If GPU creation fails, NULL is returned. */ virtual ParticleSystemSim* addParticleSystem(class ParticleData* particleData, const ParticleSystemParameter& parameter, bool useGpuSupport) = 0; /** Removes a particle system from the particle low level context. If acquireParticleData is specified, the particle state is returned. In case of the CPU implementation, ParticleData ownership is returned - in case of the GPU implementation a new ParticleData instance is created and the particle state copied to it. */ virtual ParticleData* removeParticleSystem(ParticleSystemSim* system, bool acquireParticleData) = 0; /** Issues shape update stages for a batch of particle systems. Ownership of Pt::ParticleShapeUpdateInput::shapes passed to callee! */ virtual PxBaseTask& scheduleShapeGeneration(class ParticleSystemSim** particleSystems, struct ParticleShapesUpdateInput* inputs, PxU32 batchSize, PxBaseTask& continuation) = 0; /** Issues dynamics (SPH) update on CPUs. */ virtual physx::PxBaseTask& scheduleDynamicsCpu(class ParticleSystemSim** particleSystems, PxU32 batchSize, physx::PxBaseTask& continuation) = 0; /** Schedules collision prep work. */ virtual physx::PxBaseTask& scheduleCollisionPrep(class ParticleSystemSim** particleSystems, physx::PxLightCpuTask** inputPrepTasks, PxU32 batchSize, physx::PxBaseTask& continuation) = 0; /** Schedules collision update stages for a batch of particle systems on CPU. Ownership of Pt::ParticleCollisionUpdateInput::contactManagerStream passed to callee! */ virtual physx::PxBaseTask& scheduleCollisionCpu(class ParticleSystemSim** particleSystems, PxU32 batchSize, physx::PxBaseTask& continuation) = 0; /** Schedule gpu pipeline. */ virtual physx::PxBaseTask& schedulePipelineGpu(ParticleSystemSim** particleSystems, PxU32 batchSize, physx::PxBaseTask& continuation) = 0; #if PX_SUPPORT_GPU_PHYSX /** Lazily creates a GPU scene (context) and returns it. */ virtual class PxSceneGpu* createOrGetSceneGpu() = 0; #endif #if PX_SUPPORT_GPU_PHYSX /** Returns the GPU scene (context). Non-virtual implementation. */ PX_FORCE_INLINE PxSceneGpu* getSceneGpuFast() { return mSceneGpu; } #endif /** Returns Body hash data structure, which is used to store previous pose for RBs for particle collision. */ PX_FORCE_INLINE BodyTransformVault& getBodyTransformVaultFast() { return *mBodyTransformVault; } protected: Context() : mBodyTransformVault(NULL), mSceneGpu(NULL) { } virtual ~Context() { } // members for 'fast', non virtual access BodyTransformVault* mBodyTransformVault; // Hash table to store last frames world to body transforms. PxSceneGpu* mSceneGpu; }; /** Creates a particle system context */ Context* createParticleContext(physx::PxTaskManager* taskManager, Cm::FlushPool& taskPool); /** Register particle functionality. Not calling this should allow the code to be stripped at link time. */ void registerParticles(); } // namespace Pt } // namespace physx #endif // PX_USE_PARTICLE_SYSTEM_API #endif // PT_CONTEXT_H