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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 PX_PHYSICS_SCP_PARTICLE_SYSTEM_SIM #define PX_PHYSICS_SCP_PARTICLE_SYSTEM_SIM #include "CmPhysXCommon.h" #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "ScScene.h" #include "ScActorSim.h" #include "ScRigidSim.h" #include "PsPool.h" #include "ScParticlePacketShape.h" #include "PtParticleSystemSim.h" namespace physx { #if PX_SUPPORT_GPU_PHYSX class PxParticleDeviceExclusiveAccess; #endif namespace Pt { class Context; class ParticleSystemSim; class ParticleShape; class ParticleSystemState; struct ParticleSystemSimDataDesc; struct ParticleShapesUpdateInput; struct ParticleCollisionUpdateInput; } namespace Sc { class ParticleSystemCore; class ShapeSim; class ParticlePacketShape; #define PX_PARTICLE_SYSTEM_DEBUG_RENDERING 1 class ParticleSystemSim : public ActorSim { public: ParticleSystemSim(Scene&, ParticleSystemCore&); void release(bool releaseStateBuffers); PxFilterData getSimulationFilterData() const; void scheduleRefiltering(); void resetFiltering(); void setFlags(PxU32 flags); PxU32 getInternalFlags() const; void getSimParticleData(Pt::ParticleSystemSimDataDesc& simParticleData, bool devicePtr) const; Pt::ParticleSystemState& getParticleState(); void addInteraction(const ParticlePacketShape& particleShape, const ShapeSim& shape, const PxU32 ccdPass); void removeInteraction(const ParticlePacketShape& particleShape, const ShapeSim& shape, bool isDyingRb, const PxU32 ccdPass); void onRbShapeChange(const ParticlePacketShape& particleShape, const ShapeSim& shape); void processShapesUpdate(); #if PX_SUPPORT_GPU_PHYSX Ps::IntBool isGpu() const { return mLLSim->isGpuV(); } #endif // batched updates static PxBaseTask& scheduleShapeGeneration(Pt::Context& context, const Ps::Array& particleSystems, PxBaseTask& continuation); static PxBaseTask& scheduleDynamicsCpu(Pt::Context& context, const Ps::Array& particleSystems, PxBaseTask& continuation); static PxBaseTask& scheduleCollisionPrep(Pt::Context& context, const Ps::Array& particleSystems, PxBaseTask& continuation); static PxBaseTask& scheduleCollisionCpu(Pt::Context& context, const Ps::Array& particleSystems, PxBaseTask& continuation); static PxBaseTask& schedulePipelineGpu(Pt::Context& context, const Ps::Array& particleSystems, PxBaseTask& continuation); //--------------------------------------------------------------------------------- // Actor implementation //--------------------------------------------------------------------------------- public: // non-DDI methods: // Core functionality void startStep(); void endStep(); void unlinkParticleShape(ParticlePacketShape* particleShape); ParticleSystemCore& getCore() const; #if PX_SUPPORT_GPU_PHYSX void enableDeviceExclusiveModeGpu(); PxParticleDeviceExclusiveAccess* getDeviceExclusiveAccessGpu() const; #endif private: ~ParticleSystemSim() {} void createShapeUpdateInput(Pt::ParticleShapesUpdateInput& input); void createCollisionUpdateInput(Pt::ParticleCollisionUpdateInput& input); void updateRigidBodies(); void prepareCollisionInput(PxBaseTask* continuation); // ParticleSystem packet handling void releaseParticlePacketShapes(); PX_INLINE void addParticlePacket(Pt::ParticleShape* llParticleShape); PX_INLINE void removeParticlePacket(const Pt::ParticleShape * llParticleShape); #if PX_ENABLE_DEBUG_VISUALIZATION public: void visualizeStartStep(Cm::RenderOutput& out); void visualizeEndStep(Cm::RenderOutput& out); private: void visualizeParticlesBounds(Cm::RenderOutput& out); void visualizeParticles(Cm::RenderOutput& out); void visualizeCollisionNormals(Cm::RenderOutput& out); void visualizeSpatialGrid(Cm::RenderOutput& out); void visualizeBroadPhaseBounds(Cm::RenderOutput& out); void visualizeInteractions(Cm::RenderOutput& out); // MS: Might be helpful for debugging #endif // PX_ENABLE_DEBUG_VISUALIZATION private: Pt::ParticleSystemSim* mLLSim; // Array of particle packet shapes Ps::Pool mParticlePacketShapePool; Ps::Array mParticlePacketShapes; // Count interactions for sizing the contact manager stream PxU32 mInteractionCount; typedef Cm::DelegateTask CollisionInputPrepTask; CollisionInputPrepTask mCollisionInputPrepTask; }; } // namespace Sc } #endif // PX_USE_PARTICLE_SYSTEM_API #endif