aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/module/destructible/include/DestructibleStructure.h
blob: 6f7c29bd5d1a7f766bdad13789846113d543d572 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
//
// 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 __DESTRUCTIBLESTRUCTURE_H__
#define __DESTRUCTIBLESTRUCTURE_H__

#include "Apex.h"
#include "DestructibleAssetProxy.h"

#include "ScopedPhysXLock.h"

#include "PsMutex.h"
#include "PxShape.h"
#include "PxRigidActor.h"
#include <PxRigidDynamic.h>
#include <PxRigidBodyExt.h>
#include <PxShapeExt.h>

#ifndef USE_CHUNK_RWLOCK
#define USE_CHUNK_RWLOCK 0
#endif

namespace nvidia
{
namespace destructible
{

class ModuleDestructibleImpl;
class DestructibleScene;
typedef class DestructibleStructureStressSolver StressSolver;

#define ENFORCE(condition) extern char unusableName[(condition)?1:-1]
#define GET_OFFSET(Class, Member) uint64_t(&(static_cast<Class*>(0)->Member))
struct CachedChunk : public ChunkTransformUnit
{
    CachedChunk(uint32_t chunkIndex_, PxMat44 chunkPose_)
    {
        chunkIndex = chunkIndex_;
        chunkPosition = chunkPose_.getPosition();
        chunkOrientation = PxQuat(PxMat33(chunkPose_.column0.getXYZ(), chunkPose_.column1.getXYZ(), chunkPose_.column2.getXYZ()));
#if defined WIN32
        ENFORCE(GET_OFFSET(CachedChunk, chunkIndex)			== GET_OFFSET(ChunkTransformUnit, chunkIndex));
        ENFORCE(GET_OFFSET(CachedChunk, chunkPosition)		== GET_OFFSET(ChunkTransformUnit, chunkPosition));
        ENFORCE(GET_OFFSET(CachedChunk, chunkOrientation)	== GET_OFFSET(ChunkTransformUnit, chunkOrientation));
        ENFORCE(static_cast<uint64_t>(sizeof(*this))	== static_cast<uint64_t>(sizeof(ChunkTransformUnit)));
#endif // WIN32
    }
    ~CachedChunk() {}
private:
    CachedChunk();
};
typedef CachedChunk ControlledChunk;
#undef GET_OFFSET
#undef ENFORCE

struct SyncDamageEventCoreDataParams : public DamageEventCoreData
{
	SyncDamageEventCoreDataParams()
		:
		destructibleID(0xFFFFFFFF)
	{
		DamageEventCoreData::chunkIndexInAsset = 0;
		DamageEventCoreData::damage = 0.0f;
		DamageEventCoreData::radius = 0.0f;
		DamageEventCoreData::position = PxVec3(0.0f);
	}

	uint32_t	destructibleID;			// The ID of the destructible actor that is being damaged.
};

struct FractureEvent
{
	FractureEvent() : chunkIndexInAsset(0xFFFFFFFF), destructibleID(0xFFFFFFFF), flags(0), impactDamageActor(NULL), appliedDamageUserData(NULL), deletionWeight(0.0f), damageFraction(1.0f) {}

	enum Flag
	{
		DamageFromImpact =	(1U << 0),
        CrumbleChunk =      (1U << 1),
		DeleteChunk =		(1U << 2),

		SyncDirect	= (1U << 24),		// fracture event is directly sync-ed
		SyncDerived = (1U << 25),		// fracture event is a derivative of a sync-ed damage event
		Manual		= (1U << 26),		// fracture event is manually invoked by the user
		Snap		= (1U << 27),		// fracture event is generated from the destructible stress solver
		Forced		= (1U << 28),
		Silent		= (1U << 29),
		Virtual		= (1U << 30),

		Invalid =	(1U << 31)
	};

	PxVec3			position;					// The position of a single fracture event.
	uint32_t			chunkIndexInAsset;			// The chunk index which is being fractured.
	PxVec3			impulse;					// The impulse vector to apply for this fracture event.
	uint32_t			destructibleID;				// The ID of the destructible actor that is being damaged.
	uint32_t			flags;						// Bit flags describing behavior of this fracture event.
	PxVec3			hitDirection;				// The direction vector this damage being applied to this fracture event.
	physx::PxActor const*	impactDamageActor;			// Other PhysX actor that caused damage to ApexDamageEventReportData.

	void*					appliedDamageUserData;		// User data from applyDamage or applyRadiusDamage.
	float			deletionWeight;				// A weighting factor for probabilistic deletion
	float			damageFraction;				// Calculated from damage spread functions, it's good to store this for later use (e.g. impulse scaling)
};

enum ChunkState
{
	ChunkVisible =			    0x01,
	ChunkDynamic =			    0x02,
    //ChunkControlled =         0x04,   // chunk behavior is not locally-determined //unused

	ChunkTemp0  =			    0x10,   // chunk state has been cached
	ChunkTemp1  =			    0x20,   // chunk exists
	ChunkTemp2  =			    0x40,   // chunk is visible
	ChunkTemp3  =			    0x80,   // chunk is dynamic
	ChunkTempMask =			    0xF0,
};

enum ChunkFlag
{
	ChunkCrumbled =				0x01,
	ChunkBelowSupportDepth =	0x02,
	ChunkExternallySupported =	0x04,
	ChunkWorldSupported =		0x08,
	ChunkMissingChild =			0x20,
	ChunkRuntime =				0x80,
    //ChunkGraphical =            0x80,   // chunk has no attached PxShape //unused
};

/* A struct for adding forces to actors after they are added to the scene */
struct ActorForceAtPosition
{
	ActorForceAtPosition() : force(0.0f), pos(0.0f), mode(physx::PxForceMode::eFORCE), wakeup(true), usePosition(true) {}

	ActorForceAtPosition(const PxVec3& _force, const PxVec3& _pos, physx::PxForceMode::Enum _mode, bool _wakeup, bool _usePosition)
		: force(_force)
		, pos(_pos)
		, mode(_mode)
		, wakeup(_wakeup) 
		, usePosition(_usePosition)
	{}

	PxVec3 force;
	PxVec3 pos;
	physx::PxForceMode::Enum mode;
	bool wakeup;
	bool usePosition;
};


class DestructibleStructure : public UserAllocated
{
public:

	enum
	{
		InvalidID =				0xFFFFFFFF,
		InvalidChunkIndex =		0xFFFFFFFF
	};

	struct Chunk
	{
		uint32_t			destructibleID;				// The GUID of the destructible actor this chunk is associated with.
		uint32_t			reportID;					// A GUID to report state about this chunk
		uint16_t			indexInAsset;				// The index into the master asset for this destructible
		uint8_t				state;						// bit flags controlling the current 'state' of this chunk.
		uint8_t				flags;						// Overall Chunk flags
		float				damage;						// How damaged this chunk is.
		PxVec3				localSphereCenter;			// A local bounding sphere for this chunk (center).
		float				localSphereRadius;			// A local bounding sphere for this chunk (radius).
		const ControlledChunk *	controlledChunk;		// Chunk data given by user
#if USE_CHUNK_RWLOCK
		shdfnd::ReadWriteLock*	lock;
#endif

		PxVec3			localOffset;				// If this chunk is instanced, this may be non-zero.  It needs to be stored somewhere in case we use 
															// the transform of a parent chunk which has a different offset.  Actually, this can all be looked up
															// through a chain of indirection, but I'm storing it here for efficiency.
		int32_t			visibleAncestorIndex;		// Index (in structure) of this chunks' visible ancestor, if any.  If none exists, it's InvalidChunkIndex.

		uint32_t			islandID;					// The GUID of the actor associated with the chunk. Used for island reconstruction.

	private:
		physx::Array<PxShape*> 	shapes;						// The rigid body shapes for this chunk.

	public:

		Chunk() {}
		Chunk(const Chunk& other)
		{
			*this = other;
		}

		Chunk&	operator = (const Chunk& other)
		{
			destructibleID			=	other.destructibleID;
			reportID				=	other.reportID;
			indexInAsset			=	other.indexInAsset;
			state					=	other.state;
			flags					=	other.flags;
			damage					=	other.damage;
			localSphereCenter		=	other.localSphereCenter;
			localSphereRadius		=	other.localSphereRadius;
			controlledChunk			=	other.controlledChunk;
#if USE_CHUNK_RWLOCK
#error USE_CONTROL_RWLOCK non-zero, but lock is not supported in assignment operator and copy constructor
#endif
			localOffset				=	other.localOffset;
			visibleAncestorIndex	=	other.visibleAncestorIndex;
			islandID				=	other.islandID;
			shapes					=	physx::Array<PxShape*>(other.shapes);
			return *this;
		}

		uint32_t	getShapeCount() const
		{
			return shapes.size();
		}

		const PxShape*	getShape(uint32_t shapeIndex) const
		{
			return shapeIndex < shapes.size() ? shapes[shapeIndex] : NULL;
		}

		PxShape*	getShape(uint32_t shapeIndex)
		{
			return shapeIndex < shapes.size() ? shapes[shapeIndex] : NULL;
		}

		bool	isFirstShape(const PxShape* shape) const
		{
			return shapes.size() ? shapes[0] == shape : false;
		}

		void	setShapes(PxShape* const* newShapes, uint32_t shapeCount)
		{
			shapes.resize(shapeCount);
			for (uint32_t i = 0; i < shapeCount; ++i)
			{
				shapes[i] = newShapes[i];
			}
			visibleAncestorIndex = InvalidChunkIndex;
		}

		void	clearShapes()
		{
			shapes.reset();
			visibleAncestorIndex = InvalidChunkIndex;
		}

		bool	isDestroyed() const
		{
			return shapes.empty() && visibleAncestorIndex == (int32_t)InvalidChunkIndex;
		}

		friend class DestructibleStructure;
	};

#if USE_CHUNK_RWLOCK
	class ChunkScopedReadLock : public physx::ScopedReadLock
	{
	public:
		ChunkScopedReadLock(Chunk& chunk) : physx::ScopedReadLock(*chunk.lock) {}
	};

	class ChunkScopedWriteLock : public physx::ScopedWriteLock
	{
	public:
		ChunkScopedWriteLock(Chunk& chunk) : physx::ScopedWriteLock(*chunk.lock) {}
	};
#endif

	DestructibleScene* 			dscene;						// The scene that this destructible structure belongs to
	Array<DestructibleActorImpl*>	destructibles;				// The array of destructible actors associated with this destructible structure
	Array<Chunk>				chunks;						// The array of chunks associated with this structure.
	Array<uint32_t>				supportDepthChunks;			//
	Array<uint32_t>				overlaps;
	Array<uint32_t>				firstOverlapIndices;		// Size = chunks.size()+1, firstOverlapsIndices[chunks.size()] = overlaps.size()
	uint32_t						ID;							// The unique GUID associated with this destructible structure
	uint32_t						supportDepthChunksNotExternallySupportedCount;
	bool						supportInvalid;
	PxRigidDynamic*					actorForStaticChunks;
	StressSolver *				stressSolver;
	
	typedef HashMap<PxRigidDynamic*, uint32_t> ActorToIslandMap;
	typedef HashMap<uint32_t, PxRigidDynamic*>	IslandToActorMap;
	// As internal, cache-type containers, these structures do not affect external state
	mutable ActorToIslandMap	actorToIsland;
	mutable IslandToActorMap	islandToActor;

	DestructibleStructure(DestructibleScene* inScene, uint32_t inID);
	~DestructibleStructure();

	bool			addActors(const physx::Array<class DestructibleActorImpl*>& destructiblesToAdd);
	bool			removeActor(DestructibleActorImpl* destructibleToRemove);
	void			setSupportInvalid(bool supportIsInvalid);

	void			updateIslands();
	void			tickStressSolver(float deltaTime);
	void			visualizeSupport(RenderDebugInterface* debugRender);

	uint32_t	damageChunk(Chunk& chunk, const PxVec3& position, const PxVec3& direction, bool fromImpact, float damage, float damageRadius,
								physx::Array<FractureEvent> outputs[], uint32_t& possibleDeleteChunks, float& totalDeleteChunkRelativeDamage,
								uint32_t& maxDepth, uint32_t depth, uint16_t stopDepth, float padding);
	void			fractureChunk(const FractureEvent& fractureEvent);
#if APEX_RUNTIME_FRACTURE
	void			runtimeFractureChunk(const FractureEvent& fractureEvent, Chunk& chunk);
#endif
	void			crumbleChunk(const FractureEvent& fractureEvent, Chunk& chunk, const PxVec3* impulse = NULL);	// Add an impulse - used when actor is static
	void			addDust(Chunk& chunk);
	void			removeChunk(Chunk& chunk);
	void			separateUnsupportedIslands();
	void			createDynamicIsland(const physx::Array<uint32_t>& indices);
	void			calculateExternalSupportChunks();
	void			buildSupportGraph();
	void			invalidateBounds(const PxBounds3* bounds, uint32_t boundsCount);
	void			postBuildSupportGraph();
	void			evaluateForHitChunkList(const physx::Array<uint32_t> & chunkIndices) const;

	PxMat44	getActorForStaticChunksPose()
	{
		if (NULL != actorForStaticChunks)
		{
			SCOPED_PHYSX_LOCK_READ(actorForStaticChunks->getScene());
			return PxMat44(actorForStaticChunks->getGlobalPose());
		}
		else
		{
			return PxMat44(PxIdentity);
		}
	}

	physx::Array<PxShape*>&	getChunkShapes(Chunk& chunk)
	{
		return (chunk.visibleAncestorIndex == (int32_t)InvalidChunkIndex) ? chunk.shapes : chunks[(uint32_t)chunk.visibleAncestorIndex].shapes;
	}

	const physx::Array<PxShape*>&	getChunkShapes(const Chunk& chunk) const
	{
		return (chunk.visibleAncestorIndex == (int32_t)InvalidChunkIndex) ? chunk.shapes : chunks[(uint32_t)chunk.visibleAncestorIndex].shapes;
	}

	PxRigidDynamic* getChunkActor(Chunk& chunk);

	const PxRigidDynamic* getChunkActor(const Chunk& chunk) const;

	bool chunkIsSolitary(Chunk& chunk)
	{
		PxRigidDynamic* actor = getChunkActor(chunk);
		SCOPED_PHYSX_LOCK_READ(actor->getScene());
		return (actor == NULL) ? false : (getChunkShapes(chunk).size() == actor->getNbShapes());
	}

	Chunk*	getRootChunk(Chunk& chunk)
	{
		if (chunk.isDestroyed())
		{
			return NULL;
		}
		return chunk.visibleAncestorIndex == (int32_t)InvalidChunkIndex ? &chunk : &chunks[(uint32_t)chunk.visibleAncestorIndex];
	}

	PxTransform getChunkLocalPose(const Chunk& chunk) const;

	void    setChunkGlobalPose(Chunk& chunk, PxTransform pose)
	{
		physx::Array<PxShape*>& shapes = getChunkShapes(chunk);
		PX_ASSERT(!shapes.empty());

		for (uint32_t i = 0; i < shapes.size(); ++i)
		{
			const PxTransform shapeLocalPose = shapes[i]->getLocalPose();
			const PxTransform inverseShapeLocalPose = shapeLocalPose.getInverse();
			PxTransform newGlobalPose = pose * inverseShapeLocalPose;

			shapes[i]->getActor()->setGlobalPose(newGlobalPose);
		}
	}

	PxTransform getChunkActorPose(const Chunk& chunk) const;

	PxTransform getChunkGlobalPose(const Chunk& chunk) const
	{
		return getChunkActorPose(chunk) * getChunkLocalPose(chunk);
	}

	PxTransform getChunkLocalTransform(const Chunk& chunk) const
	{
		const physx::Array<PxShape*>* shapes;
		PxVec3 offset;
		if (chunk.visibleAncestorIndex == (int32_t)InvalidChunkIndex)
		{
			shapes = &chunk.shapes;
			offset = PxVec3(0.0f);
		}
		else
		{
			shapes = &chunks[(uint32_t)chunk.visibleAncestorIndex].shapes;
			offset = chunk.localOffset - chunks[(uint32_t)chunk.visibleAncestorIndex].localOffset;
		}

		PX_ASSERT(!shapes->empty());
		PxTransform transform;
		if (!shapes->empty() && NULL != (*shapes)[0])
		{
			transform = (*shapes)[0]->getLocalPose();
		}
		else
		{
			transform = PxTransform(PxVec3(0, 0, 0), PxQuat(0, 0, 0, 1));
		}
		transform.p += offset;
		return transform;
	}

	PxTransform getChunkActorTransform(const Chunk& chunk) const
	{
		const physx::Array<PxShape*>& shapes = getChunkShapes(chunk);
		PX_ASSERT(!shapes.empty());
		if (!shapes.empty() && NULL != shapes[0])
		{
			// All shapes should have the same actor
			SCOPED_PHYSX_LOCK_READ(shapes[0]->getActor()->getScene());
			return shapes[0]->getActor()->getGlobalPose();
		}
		else
		{
			return PxTransform(PxVec3(0, 0, 0), PxQuat(0, 0, 0, 1));
		}
	}

	PxTransform getChunkGlobalTransform(const Chunk& chunk) const
	{
		return getChunkActorTransform(chunk).transform(getChunkLocalTransform(chunk));
	}

	void    addChunkImpluseForceAtPos(Chunk& chunk, const PxVec3& impulse, const PxVec3& position, bool wakeup = true);

	PxVec3	getChunkWorldCentroid(const Chunk& chunk) const
	{
		return getChunkGlobalPose(chunk).transform(chunk.localSphereCenter);
	}

	// This version saves a little time on consoles (saving a recalcualtion of the chunk global pose
	PX_INLINE PxVec3	getChunkWorldCentroid(const Chunk& chunk, const PxTransform& chuckGlobalPose)
	{
		return chuckGlobalPose.transform(chunk.localSphereCenter);
	}

	uint32_t	newPxActorIslandReference(Chunk& chunk, PxRigidDynamic& nxActor);
	void			removePxActorIslandReferences(PxRigidDynamic& nxActor) const;

	uint32_t	getSupportDepthChunkIndices(uint32_t* const OutChunkIndices, uint32_t  MaxOutIndices) const
	{
		PX_ASSERT( supportDepthChunksNotExternallySupportedCount <= supportDepthChunks.size() );

		uint32_t chunkNum = 0;
		for ( ; chunkNum < supportDepthChunksNotExternallySupportedCount && chunkNum < MaxOutIndices; ++chunkNum )
		{
			uint32_t chunkIndex = supportDepthChunks[chunkNum];
			Chunk const& chunk = chunks[chunkIndex];
			OutChunkIndices[chunkNum] = chunk.indexInAsset;
		}

		return chunkNum;
	}
};

}
} // end namespace nvidia

#endif // __DESTRUCTIBLESTRUCTURE_H__