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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 PX_PHYSICS_NP_FACTORY
#define PX_PHYSICS_NP_FACTORY
#include "PsPool.h"
#include "PsMutex.h"
#include "PsHashSet.h"
#include "GuMeshFactory.h"
#include "CmPhysXCommon.h"
#include "PxPhysXConfig.h"
#include "PxShape.h"
#if PX_USE_CLOTH_API
#include "cloth/PxClothTypes.h"
#include "cloth/PxClothFabric.h"
#endif
namespace physx
{
class PxActor;
class PxRigidActor;
class PxRigidStatic;
class NpRigidStatic;
class PxRigidDynamic;
class NpRigidDynamic;
class NpConnectorArray;
struct PxConstraintShaderTable;
class PxConstraintConnector;
class PxConstraint;
class NpConstraint;
class PxArticulation;
class NpArticulation;
class PxArticulationLink;
class NpArticulationLink;
class NpArticulationJoint;
class PxParticleBase;
class PxParticleSystem;
class NpParticleSystem;
class PxParticleFluid;
class NpParticleFluid;
class PxClothFabric;
class NpClothFabric;
class PxCloth;
class NpCloth;
class PxMaterial;
class NpMaterial;
class PxGeometry;
class NpShape;
class NpScene;
class PxAggregate;
class NpAggregate;
class NpConnectorArray;
class NpPtrTableStorageManager;
namespace Cm
{
class Collection;
}
namespace Scb
{
class RigidObject;
}
class NpFactoryListener : public GuMeshFactoryListener
{
protected:
virtual ~NpFactoryListener(){}
public:
#if PX_USE_CLOTH_API
virtual void onNpFactoryBufferRelease(PxClothFabric& data) = 0;
#endif
};
class NpFactory : public GuMeshFactory
{
PX_NOCOPY(NpFactory)
public:
NpFactory();
private:
~NpFactory();
public:
static void createInstance();
static void destroyInstance();
static void registerArticulations();
static void registerCloth();
static void registerParticles();
void release();
void addCollection(const Cm::Collection& collection);
PX_INLINE static NpFactory& getInstance() { return *mInstance; }
PxRigidDynamic* createRigidDynamic(const PxTransform& pose);
void addRigidDynamic(PxRigidDynamic*, bool lock=true);
void releaseRigidDynamicToPool(NpRigidDynamic&);
PxRigidStatic* createRigidStatic(const PxTransform& pose);
void addRigidStatic(PxRigidStatic*, bool lock=true);
void releaseRigidStaticToPool(NpRigidStatic&);
NpShape* createShape(const PxGeometry& geometry,
PxShapeFlags shapeFlags,
PxMaterial*const* materials,
PxU16 materialCount,
bool isExclusive);
void addShape(PxShape*, bool lock=true);
void releaseShapeToPool(NpShape&);
PxU32 getNbShapes() const;
PxU32 getShapes(PxShape** userBuffer, PxU32 bufferSize, PxU32 startIndex) const;
void addConstraint(PxConstraint*, bool lock=true);
PxConstraint* createConstraint(PxRigidActor* actor0, PxRigidActor* actor1, PxConstraintConnector& connector, const PxConstraintShaderTable& shaders, PxU32 dataSize);
void releaseConstraintToPool(NpConstraint&);
void addArticulation(PxArticulation*, bool lock=true);
PxArticulation* createArticulation();
NpArticulation* createNpArticulation();
void releaseArticulationToPool(NpArticulation& articulation);
NpArticulationLink* createNpArticulationLink(NpArticulation&root, NpArticulationLink* parent, const PxTransform& pose);
void releaseArticulationLinkToPool(NpArticulationLink& articulation);
PxArticulationLink* createArticulationLink(NpArticulation&, NpArticulationLink* parent, const PxTransform& pose);
NpArticulationJoint* createNpArticulationJoint(NpArticulationLink& parent, const PxTransform& parentFrame, NpArticulationLink& child, const PxTransform& childFrame);
void releaseArticulationJointToPool(NpArticulationJoint& articulationJoint);
void addAggregate(PxAggregate*, bool lock=true);
PxAggregate* createAggregate(PxU32 maxActors, bool selfCollisions);
void releaseAggregateToPool(NpAggregate&);
#if PX_USE_PARTICLE_SYSTEM_API
NpParticleSystem* createNpParticleSystem(PxU32 maxParticles, bool perParticleRestOffset);
void releaseParticleSystemToPool(NpParticleSystem& ps);
NpParticleFluid* createNpParticleFluid(PxU32 maxParticles, bool perParticleRestOffset);
void releaseParticleFluidToPool(NpParticleFluid& pf);
void addParticleSystem(PxParticleSystem*, bool lock=true);
PxParticleSystem* createParticleSystem(PxU32 maxParticles, bool perParticleRestOffset);
void addParticleFluid(PxParticleFluid*, bool lock=true);
PxParticleFluid* createParticleFluid(PxU32 maxParticles, bool perParticleRestOffset);
#endif
#if PX_USE_CLOTH_API
NpCloth* createNpCloth(const PxTransform& globalPose, PxClothFabric& fabric, const PxClothParticle* particles, PxClothFlags flags);
void releaseClothToPool(NpCloth& cloth);
void addCloth(PxCloth* cloth, bool lock=true);
void addClothFabric(NpClothFabric* cf, bool lock=true);
PxClothFabric* createClothFabric(PxInputStream&);
PxClothFabric* createClothFabric(const PxClothFabricDesc& desc);
NpClothFabric* createNpClothFabric();
void releaseClothFabricToPool(NpClothFabric& clothFabric);
bool removeClothFabric(PxClothFabric&);
PxU32 getNbClothFabrics() const;
PxU32 getClothFabrics(PxClothFabric** userBuffer, PxU32 bufferSize) const;
PxCloth* createCloth(const PxTransform& globalPose, PxClothFabric& fabric, const PxClothParticle* particles, PxClothFlags flags);
#endif
PxMaterial* createMaterial(PxReal staticFriction, PxReal dynamicFriction, PxReal restitution);
void releaseMaterialToPool(NpMaterial& material);
// It's easiest to track these uninvasively, so it's OK to use the Px pointers
void onActorRelease(PxActor*);
void onConstraintRelease(PxConstraint*);
void onAggregateRelease(PxAggregate*);
void onArticulationRelease(PxArticulation*);
void onShapeRelease(PxShape*);
NpConnectorArray* acquireConnectorArray();
void releaseConnectorArray(NpConnectorArray*);
NpPtrTableStorageManager& getPtrTableStorageManager() { return *mPtrTableStorageManager; }
#if PX_SUPPORT_PVD
void setNpFactoryListener( NpFactoryListener& );
#endif
private:
void releaseExclusiveShapeUserReferences();
#if PX_SUPPORT_GPU_PHYSX
virtual void notifyReleaseTriangleMesh(const PxTriangleMesh& tm);
virtual void notifyReleaseHeightField(const PxHeightField& hf);
virtual void notifyReleaseConvexMesh(const PxConvexMesh& cm);
#endif
Ps::Pool<NpConnectorArray> mConnectorArrayPool;
Ps::Mutex mConnectorArrayPoolLock;
NpPtrTableStorageManager* mPtrTableStorageManager;
Ps::HashSet<PxAggregate*> mAggregateTracking;
Ps::HashSet<PxArticulation*> mArticulationTracking;
Ps::HashSet<PxConstraint*> mConstraintTracking;
Ps::HashSet<PxActor*> mActorTracking;
Ps::CoalescedHashSet<PxShape*> mShapeTracking;
Ps::Pool2<NpRigidDynamic, 4096> mRigidDynamicPool;
Ps::Mutex mRigidDynamicPoolLock;
Ps::Pool2<NpRigidStatic, 4096> mRigidStaticPool;
Ps::Mutex mRigidStaticPoolLock;
Ps::Pool2<NpShape, 4096> mShapePool;
Ps::Mutex mShapePoolLock;
Ps::Pool2<NpAggregate, 4096> mAggregatePool;
Ps::Mutex mAggregatePoolLock;
Ps::Pool2<NpConstraint, 4096> mConstraintPool;
Ps::Mutex mConstraintPoolLock;
Ps::Pool2<NpMaterial, 4096> mMaterialPool;
Ps::Mutex mMaterialPoolLock;
Ps::Pool2<NpArticulation, 4096> mArticulationPool;
Ps::Mutex mArticulationPoolLock;
Ps::Pool2<NpArticulationLink, 4096> mArticulationLinkPool;
Ps::Mutex mArticulationLinkPoolLock;
Ps::Pool2<NpArticulationJoint, 4096> mArticulationJointPool;
Ps::Mutex mArticulationJointPoolLock;
#if PX_USE_PARTICLE_SYSTEM_API
Ps::Pool2<NpParticleSystem, 4096> mParticleSystemPool;
Ps::Mutex mParticleSystemPoolLock;
Ps::Pool2<NpParticleFluid, 4096> mParticleFluidPool;
Ps::Mutex mParticleFluidPoolLock;
#endif
#if PX_USE_CLOTH_API
Ps::Array<NpClothFabric*> mClothFabricArray;
Ps::Pool2<NpCloth, 4096> mClothPool;
Ps::Mutex mClothPoolLock;
Ps::Pool2<NpClothFabric, 4096> mClothFabricPool;
Ps::Mutex mClothFabricPoolLock;
#endif
static NpFactory* mInstance;
#if PX_SUPPORT_PVD
NpFactoryListener* mNpFactoryListener;
#endif
};
}
#endif
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