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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#ifndef SCENE_INTL_H
#define SCENE_INTL_H
#define APEX_CHECK_STAT_TIMER(name)// { PX_PROFILE_ZONE(name, GetInternalApexSDK()->getContextId()); }
#include "Scene.h"
#include "ApexUsingNamespace.h"
#if PX_PHYSICS_VERSION_MAJOR == 3
// PH prevent PxScene.h from including PxPhysX.h, it will include sooo many files that it will break the clothing embedded branch
#define PX_PHYSICS_NX_PHYSICS
#include "PxScene.h"
#undef PX_PHYSICS_NX_PHYSICS
#endif
namespace nvidia
{
namespace apex
{
class ModuleSceneIntl;
class ApexContext;
class RenderDebugInterface;
class PhysX3Interface;
class ApexCudaTestManager;
/**
* Framework interface to ApexScenes for use by modules
*/
class SceneIntl : public Scene
{
public:
/**
When a module has been released by the end-user, the module must release
its ModuleScenesIntl and notify those Scenes that their module
scenes no longer exist
*/
virtual void moduleReleased(ModuleSceneIntl& moduleScene) = 0;
#if PX_PHYSICS_VERSION_MAJOR == 3
virtual void lockRead(const char *fileName,uint32_t lineo) = 0;
virtual void lockWrite(const char *fileName,uint32_t lineno) = 0;
virtual void unlockRead() = 0;
virtual void unlockWrite() = 0;
virtual void addModuleUserNotifier(physx::PxSimulationEventCallback& notify) = 0;
virtual void removeModuleUserNotifier(physx::PxSimulationEventCallback& notify) = 0;
virtual void addModuleUserContactModify(physx::PxContactModifyCallback& notify) = 0;
virtual void removeModuleUserContactModify(physx::PxContactModifyCallback& notify) = 0;
virtual PhysX3Interface* getApexPhysX3Interface() const = 0;
#endif
virtual ApexContext* getApexContext() = 0;
virtual float getElapsedTime() const = 0;
/* Get total elapsed simulation time, in integer milliseconds */
virtual uint32_t getTotalElapsedMS() const = 0;
virtual bool isSimulating() const = 0;
virtual bool physXElapsedTime(float& dt) const = 0;
virtual float getPhysXSimulateTime() const = 0;
virtual bool isFinalStep() const = 0;
virtual uint32_t getSeed() = 0; // Not necessarily const
enum ApexStatsDataEnum
{
NumberOfActors,
NumberOfShapes,
NumberOfAwakeShapes,
NumberOfCpuShapePairs,
ApexBeforeTickTime,
ApexDuringTickTime,
ApexPostTickTime,
PhysXSimulationTime,
ClothingSimulationTime,
ParticleSimulationTime,
TurbulenceSimulationTime,
PhysXFetchResultTime,
UserDelayedFetchTime,
RbThroughput,
SimulatedSpriteParticlesCount,
SimulatedMeshParticlesCount,
VisibleDestructibleChunkCount,
DynamicDestructibleChunkIslandCount,
// insert new items before this line
NumberOfApexStats // The number of stats
};
virtual void setApexStatValue(int32_t index, StatValue dataVal) = 0;
#if APEX_CUDA_SUPPORT
virtual ApexCudaTestManager& getApexCudaTestManager() = 0;
virtual bool isUsingCuda() const = 0;
#endif
virtual ModuleSceneIntl* getInternalModuleScene(const char* moduleName) = 0;
};
/* ApexScene task names */
#define APEX_DURING_TICK_TIMING_FIX 1
#define AST_PHYSX_SIMULATE "ApexScene::PhysXSimulate"
#define AST_PHYSX_BETWEEN_STEPS "ApexScene::PhysXBetweenSteps"
#if APEX_DURING_TICK_TIMING_FIX
# define AST_DURING_TICK_COMPLETE "ApexScene::DuringTickComplete"
#endif
#define AST_PHYSX_CHECK_RESULTS "ApexScene::CheckResults"
#define AST_PHYSX_FETCH_RESULTS "ApexScene::FetchResults"
}
} // end namespace nvidia::apex
#endif // SCENE_INTL_H
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