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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 SCB_SCENE_PVD_CLIENT_H #define SCB_SCENE_PVD_CLIENT_H #include "PxPhysXConfig.h" #if PX_SUPPORT_PVD #include "foundation/PxStrideIterator.h" #include "pvd/PxPvdTransport.h" #include "PxPvdSceneClient.h" #include "PvdMetaDataPvdBinding.h" #include "CmBitMap.h" #include "PxPvdClient.h" #include "PxPvdUserRenderer.h" #include "PsPvd.h" namespace physx { class PxScene; class PxActor; class PxShape; class PxGeometryHolder; class PxArticulationLink; class PxRenderBuffer; namespace Scb { class Scene; class Actor; class Body; class RigidStatic; class RigidObject; class Shape; class ParticleSystem; class Constraint; class Articulation; class ArticulationJoint; class Cloth; class Aggregate; } namespace Sc { class MaterialCore; class ConstraintCore; class ParticleSystemCore; } namespace Vd { class ScbScenePvdClient : public PxPvdSceneClient, public PvdClient, public PvdVisualizer { PX_NOCOPY(ScbScenePvdClient) public: ScbScenePvdClient(Scb::Scene& scene); virtual ~ScbScenePvdClient(); // PxPvdSceneClient virtual void setScenePvdFlag(PxPvdSceneFlag::Enum flag, bool value); virtual void setScenePvdFlags(PxPvdSceneFlags flags) { mFlags = flags; } virtual PxPvdSceneFlags getScenePvdFlags() const { return mFlags; } virtual void updateCamera(const char* name, const PxVec3& origin, const PxVec3& up, const PxVec3& target); virtual void drawPoints(const PvdDebugPoint* points, PxU32 count); virtual void drawLines(const PvdDebugLine* lines, PxU32 count); virtual void drawTriangles(const PvdDebugTriangle* triangles, PxU32 count); virtual void drawText(const PvdDebugText& text); virtual PvdClient* getClientInternal() { return this; } //~PxPvdSceneClient // pvdClient virtual PvdDataStream* getDataStream() { return mPvdDataStream; } virtual PvdMetaDataBinding* getMetaDataBinding() { return &mMetaDataBinding; } virtual PvdUserRenderer* getUserRender() { return mUserRender; } virtual bool isConnected() const { return mIsConnected; } virtual void onPvdConnected(); virtual void onPvdDisconnected(); virtual void flush() {} //~pvdClient PX_FORCE_INLINE bool checkPvdDebugFlag() const { return mIsConnected && (mPvd->getInstrumentationFlags() & PxPvdInstrumentationFlag::eDEBUG); } PX_FORCE_INLINE PxPvdSceneFlags getScenePvdFlagsFast() const { return mFlags; } PX_FORCE_INLINE void setPsPvd(PsPvd* pvd) { mPvd = pvd; } void frameStart(PxReal simulateElapsedTime); void frameEnd(); void updatePvdProperties(); void releasePvdInstance(); void createPvdInstance (const PxActor* actor); // temporary for deformables and particle systems void updatePvdProperties(const PxActor* actor); void releasePvdInstance (const PxActor* actor); // temporary for deformables and particle systems void createPvdInstance (const Scb::Actor* actor); // temporary for deformables and particle systems void updatePvdProperties(const Scb::Actor* actor); void releasePvdInstance (const Scb::Actor* actor); // temporary for deformables and particle systems void createPvdInstance (const Scb::Body* body); void updatePvdProperties (const Scb::Body* body); void updateKinematicTarget (const Scb::Body* body, const PxTransform& p); void createPvdInstance (const Scb::RigidStatic* rigidStatic); void updatePvdProperties (const Scb::RigidStatic* rigidStatic); void releasePvdInstance (const Scb::RigidObject* rigidObject); void createPvdInstance (const Scb::Constraint* constraint); void updatePvdProperties(const Scb::Constraint* constraint); void releasePvdInstance (const Scb::Constraint* constraint); void createPvdInstance (const Scb::Articulation* articulation); void updatePvdProperties(const Scb::Articulation* articulation); void releasePvdInstance (const Scb::Articulation* articulation); void createPvdInstance (const Scb::ArticulationJoint* articulationJoint); void updatePvdProperties(const Scb::ArticulationJoint* articulationJoint); void releasePvdInstance (const Scb::ArticulationJoint* articulationJoint); void createPvdInstance (const Sc::MaterialCore* materialCore); void updatePvdProperties(const Sc::MaterialCore* materialCore); void releasePvdInstance (const Sc::MaterialCore* materialCore); void createPvdInstance (const Scb::Shape* shape, PxActor& owner); void updateMaterials (const Scb::Shape* shape); void updatePvdProperties (const Scb::Shape* shape); void releaseAndRecreateGeometry (const Scb::Shape* shape); void releasePvdInstance (const Scb::Shape* shape, PxActor& owner); void addBodyAndShapesToPvd (Scb::Body& b); void addStaticAndShapesToPvd (Scb::RigidStatic& s); void createPvdInstance (const Scb::Aggregate* aggregate); void updatePvdProperties (const Scb::Aggregate* aggregate); void attachAggregateActor (const Scb::Aggregate* aggregate, Scb::Actor* actor); void detachAggregateActor (const Scb::Aggregate* aggregate, Scb::Actor* actor); void releasePvdInstance (const Scb::Aggregate* aggregate); void createPvdInstance (const Scb::Cloth* cloth); void sendSimpleProperties (const Scb::Cloth* cloth); void sendMotionConstraints (const Scb::Cloth* cloth); void sendCollisionSpheres (const Scb::Cloth* cloth); void sendCollisionCapsules (const Scb::Cloth* cloth); void sendCollisionTriangles (const Scb::Cloth* cloth); void sendVirtualParticles (const Scb::Cloth* cloth); void sendSeparationConstraints (const Scb::Cloth* cloth); void sendParticleAccelerations (const Scb::Cloth* cloth); void sendSelfCollisionIndices (const Scb::Cloth* cloth); void sendRestPositions (const Scb::Cloth* cloth); void releasePvdInstance (const Scb::Cloth* cloth); void originShift(PxVec3 shift); void updateJoints(); void updateContacts(); void updateSceneQueries(); // PvdVisualizer void visualize(PxArticulationLink& link); void visualize(const PxRenderBuffer& debugRenderable); private: template void sendArray( const void* instance, const char* propName, const Cm::BitMap* bitMap, PxU32 nbValidParticles, PxStrideIterator& iterator); void sendStateDatas(Sc::ParticleSystemCore* psCore); void sendEntireScene(); void updateConstraint(const Sc::ConstraintCore& scConstraint, PxU32 updateType); void setCreateContactReports(bool b); PxPvdSceneFlags mFlags; PsPvd* mPvd; Scb::Scene& mScbScene; PvdDataStream* mPvdDataStream; PvdMetaDataBinding mMetaDataBinding; PvdUserRenderer* mUserRender; RendererEventClient* mRenderClient; bool mIsConnected; }; } // pvd } // physx #endif // PX_SUPPORT_PVD #endif // SCB_SCENE_PVD_CLIENT_H