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//
// 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) 2018 NVIDIA Corporation. All rights reserved.
#ifndef __DESTRUCTIBLE_PREVIEW_IMPL_H__
#define __DESTRUCTIBLE_PREVIEW_IMPL_H__
#include "Apex.h"
#include "ApexPreview.h"
#include "RenderMesh.h"
#include "DestructiblePreview.h"
namespace nvidia
{
namespace destructible
{
class DestructiblePreviewImpl : public ApexResource, public ApexPreview
{
public:
DestructibleAssetImpl* m_asset;
DestructiblePreview* m_api;
uint32_t m_chunkDepth;
float m_explodeAmount;
RenderMeshActor* m_renderMeshActors[DestructibleActorMeshType::Count]; // Indexed by DestructibleActorMeshType::Enum
physx::Array<RenderMeshActor*> m_instancedChunkRenderMeshActors; // One per render mesh actor per instanced chunk
physx::Array<uint16_t> m_instancedActorVisiblePart;
physx::Array<uint16_t> m_instancedChunkActorMap; // from instanced chunk instanceInfo index to actor index
physx::Array<UserRenderInstanceBuffer*> m_chunkInstanceBuffers;
physx::Array< physx::Array< DestructibleAssetImpl::ChunkInstanceBufferDataElement > > m_chunkInstanceBufferData;
bool m_drawUnexpandedChunksStatically;
void* m_userData;
void setExplodeView(uint32_t depth, float explode);
void updateRenderResources(bool rewriteBuffers, void* userRenderData);
RenderMeshActor* getRenderMeshActor() const
{
return m_renderMeshActors[(!m_drawUnexpandedChunksStatically || m_explodeAmount != 0.0f) ? DestructibleActorMeshType::Skinned : DestructibleActorMeshType::Static];
}
void updateRenderResources(void* userRenderData);
void dispatchRenderResources(UserRenderer& renderer);
// ApexPreview methods
void setPose(const PxMat44& pose);
Renderable* getRenderable()
{
return DYNAMIC_CAST(Renderable*)(m_api);
}
void release();
void destroy();
DestructiblePreviewImpl(DestructiblePreview* _api, DestructibleAssetImpl& _asset, const NvParameterized::Interface* params);
virtual ~DestructiblePreviewImpl();
protected:
void setChunkVisibility(uint16_t index, bool visibility)
{
PX_ASSERT((int32_t)index < m_asset->mParams->chunks.arraySizes[0]);
if (visibility)
{
mVisibleChunks.use(index);
}
else
{
mVisibleChunks.free(index);
}
DestructibleAssetParametersNS::Chunk_Type& sourceChunk = m_asset->mParams->chunks.buf[index];
if ((sourceChunk.flags & DestructibleAssetImpl::Instanced) == 0)
{
// Not instanced - need to choose the static or dynamic mesh, and set visibility for the render mesh actor
const DestructibleActorMeshType::Enum typeN = (m_explodeAmount != 0.0f || !m_drawUnexpandedChunksStatically) ?
DestructibleActorMeshType::Skinned : DestructibleActorMeshType::Static;
m_renderMeshActors[typeN]->setVisibility(visibility, sourceChunk.meshPartIndex);
}
}
void setInstancedChunkCount(uint32_t count);
IndexBank<uint16_t> mVisibleChunks;
uint16_t m_instancedChunkCount;
};
}
} // end namespace nvidia
#endif // __DESTRUCTIBLEACTOR_H__
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