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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) 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 CHUNKLOADER_H
#define CHUNKLOADER_H
#include "PsMutex.h"
#include "PsThread.h"
#include "PhysXSample.h"
#include "PsTime.h"
#define ENABLE_PROGRESS_BAR 1
typedef PxU16 CoordType;
typedef PxU32 IDType;
#define N1 7
//The terrain has 16*16 grids
#define N2 256
//The width of each terrain chunk, this is the hardcoded number accroding to Terrain.bin
#define CHUNK_WIDTH 256.0f
#define MATERIAL_ROAD_GRASS 1003
#define MATERIAL_BRICKS 1004
#define MATERIAL_BUILDING 1005
#define MATERIAL_FARM 1006
#define MATERIAL_TREE 1007
PX_FORCE_INLINE PxShape* getShape(const PxRigidActor& actor)
{
PX_ASSERT(actor.getNbShapes() >= 1);
PxShape* shape = NULL;
actor.getShapes(&shape, 1);
return shape;
}
typedef union
{
struct{
CoordType x, y;
} coord;
IDType id;
}ChunkID;
static PX_INLINE bool operator < (const ChunkID& _Left, const ChunkID& _Right)
{
return _Left.id < _Right.id;
}
static PX_INLINE bool operator == (const ChunkID& _Left, PxU32 _Right)
{
return _Left.id == _Right;
}
static PX_INLINE bool operator == (const ChunkID& _Left, ChunkID _Right)
{
return _Left.id == _Right.id;
}
struct ChunkCommandType
{
enum Enum
{
eAdd,
eRemove
};
};
struct ChunkCommand
{
ChunkCommand(ChunkCommandType::Enum _type, const ChunkID& _id)
{
type = _type;
id = _id;
}
ChunkCommandType::Enum type;
ChunkID id;
};
struct DynamicObjects
{
DynamicObjects(PxRigidDynamic* _actor, bool _isImportant)
{
actor = _actor;
isImportant = _isImportant;
id.id = 0;
}
PxRigidDynamic* actor;
bool isImportant;
ChunkID id;
};
class SampleLargeWorld;
class BackgroundLoader : public SampleAllocateable
{
public:
struct DeferredLoadedRenderData : public RAWMesh
{
DeferredLoadedRenderData():shape(NULL){}
//the shape to link with
PxShape* shape;
};
public:
BackgroundLoader(SampleLargeWorld& sample, CoordType halfRange, CoordType terrainRange, PxF32 chunkWidth);
~BackgroundLoader();
void addDynamicObject(PxRigidDynamic* inActor, bool inIsImportant)
{
mDyncActors.push_back(new DynamicObjects(inActor, inIsImportant));
updateDynamicChunkId();
}
void onTick();
void updateChunk(const PxVec3& cameraPos);
//The lock for accessing streaming progress and timing status
Ps::ReadWriteLock mLoaderStatusLock;
#ifdef ENABLE_PROGRESS_BAR
volatile PxU32 mQueryLength;
volatile PxF32 mQueryProgress;
#endif
volatile Ps::Time::Second mDiskIOTime;
volatile Ps::Time::Second mPhyXStreamTime;
volatile Ps::Time::Second mGraphicStreamTime;
private:
const char* getPathname( ChunkID id );
void serialize(PxCollection* collection, ChunkID id);
void addReadyChunkToScene(ChunkID id);
void destroyChunk(ChunkID id);
void updateDynamicChunkId();
//Return NULL means already loaded or cannot load
PxCollection* loadChunk(ChunkID id);
void createRenderObjectsFromCollection(PxCollection* collection);
void deleteLoadedRenderQueue();
void deleteCollections();
void* loaderThread();
static void* loaderThread(void* loader);
DeferredLoadedRenderData* createRawMeshFromObjMesh(const char* name, const PxTransform& pos, DeferredLoadedRenderData& rawMesh);
private:
struct CollectionMemory
{
CollectionMemory()
: collection(NULL)
, memory(NULL)
, addToScene(false)
{
}
PxCollection* collection;
void* memory;
bool addToScene;
};
typedef std::map<ChunkID, CollectionMemory> CollectionIdMap;
CollectionIdMap mCollectionIdMap;
std::vector<ChunkID> mRequestQueue;
std::vector<DynamicObjects*> mDyncActors;
std::vector<PxActor*> mRemovingActors;
//We calculate terrain's normals and store here
std::vector<DeferredLoadedRenderData> mLoadedRenderDataQueue;
physx::shdfnd::Thread* mLoaderThread;
//The lock to access ChunkQueue arrays
physx::shdfnd::Mutex mQueueLock;
//The lock to access mCollectionIdMap
physx::shdfnd::Mutex mCollectionLock;
//A signal to inform background thread new jobs
shdfnd::Sync mRequestReady;
SampleLargeWorld* mSampleLargeWorld;
PxPhysics& mPhysics;
PxScene& mScene;
PxMaterial& mMaterial;
ChunkID mCurChunkId;
CoordType mHalfRange;
CoordType mTerrainRange;
PxF32 mChunkWidth;
//Internal Timing varialbe
Ps::Time::Second mDiskIOTimeCounter;
Ps::Time::Second mPhyXStreamTimeCounter;
Ps::Time::Second mGraphicStreamTimeCounter;
PxBounds3 mLocalBounds;
PxSerializationRegistry* mSr;
std::vector<ChunkCommand> mChunkCmds;
};
#endif
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