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/*
* Copyright (c) 2008-2015, 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 __FIELD__SAMPLER_PHYSX_MONITOR_H___
#define __FIELD__SAMPLER_PHYSX_MONITOR_H___
#include "Apex.h"
#include <PsArray.h>
#include "FieldSamplerSceneIntl.h"
#include "FieldSamplerPhysXMonitorParams.h"
#if PX_PHYSICS_VERSION_MAJOR == 3
#include <PxScene.h>
#endif
namespace nvidia
{
namespace apex
{
class FieldSamplerQueryIntl;
}
namespace fieldsampler
{
class FieldSamplerScene;
class FieldSamplerManager;
struct ShapeData : public UserAllocated
{
uint32_t fdIndex;
uint32_t rbIndex;
float mass;
PxVec3 pos;
PxVec3 vel;
static bool sortPredicate (ShapeData* sd1, ShapeData* sd2)
{
if (sd1 == 0) return false;
if (sd2 == 0) return true;
return sd1->fdIndex < sd2->fdIndex;
}
};
class FieldSamplerPhysXMonitor : public UserAllocated
{
private:
public:
FieldSamplerPhysXMonitor(FieldSamplerScene& scene);
virtual ~FieldSamplerPhysXMonitor();
#if PX_PHYSICS_VERSION_MAJOR == 3
virtual void update();
virtual void updatePhysX();
/* PhysX scene management */
void setPhysXScene(PxScene* scene);
PX_INLINE PxScene* getPhysXScene() const
{
return mScene;
}
/* Toggle PhysX Monitor on/off */
PX_INLINE void enablePhysXMonitor(bool enable)
{
mEnable = enable;
}
/* Is PhysX Monitor enabled */
PX_INLINE bool isEnable()
{
return mEnable;
}
PX_INLINE void FieldSamplerPhysXMonitor::setPhysXFilterData(physx::PxFilterData filterData)
{
mFilterData = filterData;
}
private:
FieldSamplerPhysXMonitor& operator=(const FieldSamplerPhysXMonitor&);
void getParticles(uint32_t taskId);
void updateParticles();
void getRigidBodies(uint32_t taskId);
void updateRigidBodies();
//void getCloth(PxTask& task, bool isDataOnDevice);
//void updateCloth();
protected:
void commonInitArray();
FieldSamplerScene* mFieldSamplerScene;
FieldSamplerManager* mFieldSamplerManager;
PxScene* mScene;
FieldSamplerPhysXMonitorParams* mParams;
PxFilterData mFilterData;
//Particles
uint32_t mNumPS; //Number of particle systems
uint32_t mPCount; //Number of particles in buffer
Array<PxActor*> mParticleSystems;
Array<float> mPSMass;
Array<PxVec4> mPSOutField;
Array<PxVec3> mOutVelocities;
Array<uint32_t> mOutIndices;
Array<physx::PxParticleReadData*> mParticleReadData;
Array<FieldSamplerQueryIntl*> mPSFieldSamplerQuery;
Array<PxTaskID> mPSFieldSamplerTaskID;
//Rigid bodies
uint32_t mNumRB; //Number of rigid bodies
Array<PxActor*> mRBActors;
Array<ShapeData*> mRBIndex;
Array<PxVec4> mRBInPosition;
Array<PxVec4> mRBInVelocity;
Array<PxVec4> mRBOutField;
Array<PxFilterData> mRBFilterData;
Array<FieldSamplerQueryIntl*> mRBFieldSamplerQuery;
//Enable or disable PhysX Monitor
bool mEnable;
public:
class RunAfterActorUpdateTask : public PxTask
{
public:
RunAfterActorUpdateTask(FieldSamplerPhysXMonitor& owner) : mOwner(owner) {}
const char* getName() const
{
return FSST_PHYSX_MONITOR_UPDATE;
}
void run()
{
mOwner.updatePhysX();
}
protected:
FieldSamplerPhysXMonitor& mOwner;
private:
RunAfterActorUpdateTask operator=(const RunAfterActorUpdateTask&);
};
RunAfterActorUpdateTask mTaskRunAfterActorUpdate;
#endif
};
}
} // end namespace nvidia::apex
#endif
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