// // 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 PX_SCENE_GPU_H #define PX_SCENE_GPU_H #include "Ps.h" namespace physx { class PxBaseTask; namespace cloth { class Factory; class Cloth; } namespace Pt { class ParticleSystemSim; struct ParticleSystemStateDataDesc; struct ParticleSystemParameter; struct ParticleShapesUpdateInput; } /** \brief Interface to manage a set of cuda accelerated feature instances that share the same physx::PxCudaContextManager and PxRigidBodyAccessGpu instance. */ class PxSceneGpu { public: /** \brief release instance. */ virtual void release() = 0; /** Adds a particle system to the cuda PhysX lowlevel. Currently the particle system is just associated with a CudaContextManager. Later it will be will be is some kind of scene level context for batched stepping. \param state The particle state to initialize the particle system. For initialization with 0 particles, Pt::ParticleSystemStateDataDesc::validParticleRange == 0. \param parameter To configure the particle system pipeline */ virtual Pt::ParticleSystemSim* addParticleSystem(const Pt::ParticleSystemStateDataDesc& state, const Pt::ParticleSystemParameter& parameter) = 0; /** Removed a particle system from the cuda PhysX lowlevel. */ virtual void removeParticleSystem(Pt::ParticleSystemSim* particleSystem) = 0; /** Notify shape change */ virtual void onShapeChange(size_t shapeHandle, size_t bodyHandle, bool isDynamic) = 0; /** Batched scheduling of shape generation. Pt::ParticleShapesUpdateInput::shapes ownership transfered to callee. */ virtual physx::PxBaseTask& scheduleParticleShapeUpdate(Pt::ParticleSystemSim** particleSystems, Pt::ParticleShapesUpdateInput* inputs, physx::PxU32 batchSize, physx::PxBaseTask& continuation) = 0; /** Batched scheduling of collision input update. */ virtual physx::PxBaseTask& scheduleParticleCollisionInputUpdate(Pt::ParticleSystemSim** particleSystems, physx::PxU32 batchSize, physx::PxBaseTask& continuation) = 0; /** Batched scheduling of particles update. */ virtual physx::PxBaseTask& scheduleParticlePipeline(Pt::ParticleSystemSim** particleSystems, physx::PxU32 batchSize, physx::PxBaseTask& continuation) = 0; }; } #endif // PX_SCENE_GPU_H