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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_SCB_PARTICLE_SYSTEM
#define PX_PHYSICS_SCB_PARTICLE_SYSTEM
#include "PxPhysXConfig.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "ScParticleSystemCore.h"
#include "ScbActor.h"
#include "NpPhysics.h"
#include "NpParticleFluidReadData.h"
namespace physx
{
struct PxCudaReadWriteParticleBuffers;
namespace Scb
{
struct ParticleSystemBuffer : public Scb::ActorBuffer
{
template <PxU32 I, PxU32 Dummy> struct Fns {}; // TODO : make the base class traits visible
typedef Sc::ParticleSystemCore Core;
typedef ParticleSystemBuffer Buf;
enum { BF_Base = ActorBuffer::AttrCount };
// Regular attributes
SCB_REGULAR_ATTRIBUTE(BF_Base+2, PxReal, Stiffness)
SCB_REGULAR_ATTRIBUTE(BF_Base+3, PxReal, Viscosity)
SCB_REGULAR_ATTRIBUTE(BF_Base+4, PxReal, Damping)
SCB_REGULAR_ATTRIBUTE(BF_Base+5, PxVec3, ExternalAcceleration)
SCB_REGULAR_ATTRIBUTE(BF_Base+6, PxPlane, ProjectionPlane)
SCB_REGULAR_ATTRIBUTE(BF_Base+7, PxReal, ParticleMass)
SCB_REGULAR_ATTRIBUTE(BF_Base+8, PxReal, Restitution)
SCB_REGULAR_ATTRIBUTE(BF_Base+9, PxReal, DynamicFriction)
SCB_REGULAR_ATTRIBUTE(BF_Base+10, PxReal, StaticFriction)
SCB_REGULAR_ATTRIBUTE(BF_Base+11, PxFilterData, SimulationFilterData)
SCB_REGULAR_ATTRIBUTE(BF_Base+12, PxParticleBaseFlags, Flags)
enum { BF_ResetFiltering = 1<<(BF_Base+13) };
};
class DebugIndexPool;
class ParticleSystem : public Scb::Actor
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format. See comments for
// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================
typedef Sc::ParticleSystemCore Core;
typedef ParticleSystemBuffer Buf;
struct UserBufferLock
{
UserBufferLock(NpParticleFluidReadData* db, const char* callerName) : dataBuffer(db) { if(dataBuffer) { dataBuffer->lock(callerName); } }
~UserBufferLock() { if(dataBuffer) { dataBuffer->unlock(); } }
NpParticleFluidReadData* dataBuffer;
private:
UserBufferLock& operator=(const UserBufferLock&);
};
#define LOCK_PARTICLE_USER_BUFFERS(callerName) UserBufferLock userBufferLock(mReadParticleFluidData, callerName);
struct ForceUpdates
{
ForceUpdates() : map(NULL), values(NULL), hasUpdates(false) {}
void initialize(PxU32 maxParticles);
void destroy();
PX_INLINE void add(PxU32 index, const PxVec3& value)
{
hasUpdates = true;
if(!map->test(index))
{
map->set(index);
values[index] = value;
return;
}
values[index] += value;
}
PX_INLINE void clear(PxU32 index)
{
PX_ASSERT(map);
map->reset(index);
}
PX_INLINE void clear()
{
if(!hasUpdates)
return;
PX_ASSERT(map);
map->clear();
hasUpdates = false;
}
Cm::BitMap* map; // can we make this an instance?
PxVec3* values;
bool hasUpdates;
};
public:
// PX_SERIALIZATION
ParticleSystem(const PxEMPTY) : Scb::Actor(PxEmpty), mParticleSystem(PxEmpty) { mReadParticleFluidData = NULL; }
void exportExtraData(PxSerializationContext& stream) { mParticleSystem.exportExtraData(stream); }
void importExtraData(PxDeserializationContext& context) { mParticleSystem.importExtraData(context); }
static void getBinaryMetaData(PxOutputStream& stream);
//~PX_SERIALIZATION
ParticleSystem(const PxActorType::Enum&, PxU32, bool);
~ParticleSystem();
//---------------------------------------------------------------------------------
// Wrapper for Sc::ParticleSystemCore interface
//---------------------------------------------------------------------------------
PX_INLINE PxParticleBase* getPxParticleSystem();
PX_INLINE void removeFromScene();
bool createParticles(const PxParticleCreationData& creationData);
void releaseParticles(PxU32 numParticles, const PxStrideIterator<const PxU32>& indexBuffer);
void releaseParticles();
void setPositions(PxU32 numParticles, const PxStrideIterator<const PxU32>& indexBuffer,
const PxStrideIterator<const PxVec3>& positionBuffer);
void setVelocities(PxU32 numParticles, const PxStrideIterator<const PxU32>& indexBuffer,
const PxStrideIterator<const PxVec3>& velocitiesBuffer);
void setRestOffsets(PxU32 numParticles, const PxStrideIterator<const PxU32>& indexBuffer,
const PxStrideIterator<const PxF32>& restOffsetBuffer);
void addForces(PxU32 numParticles, const PxStrideIterator<const PxU32>& indexBuffer,
const PxStrideIterator<const PxVec3>& forceBuffer, PxForceMode::Enum forceMode);
PX_INLINE PxParticleReadData* lockParticleReadData(PxDataAccessFlags flags);
PX_INLINE PxU32 getSimulationMethod() const;
PX_INLINE PxReal getStiffness() const { return read<Buf::BF_Stiffness>(); }
PX_INLINE void setStiffness(PxReal v) { write<Buf::BF_Stiffness>(v); }
PX_INLINE PxReal getViscosity() const { return read<Buf::BF_Viscosity>(); }
PX_INLINE void setViscosity(PxReal v) { write<Buf::BF_Viscosity>(v); }
PX_INLINE PxReal getDamping() const { return read<Buf::BF_Damping>(); }
PX_INLINE void setDamping(PxReal v) { write<Buf::BF_Damping>(v); }
PX_INLINE PxVec3 getExternalAcceleration() const { return read<Buf::BF_ExternalAcceleration>(); }
PX_INLINE void setExternalAcceleration(const PxVec3& v) { write<Buf::BF_ExternalAcceleration>(v); }
PX_INLINE PxPlane getProjectionPlane() const { return read<Buf::BF_ProjectionPlane>(); }
PX_INLINE void setProjectionPlane(const PxPlane& v) { write<Buf::BF_ProjectionPlane>(v); }
PX_INLINE PxReal getParticleMass() const { return read<Buf::BF_ParticleMass>(); }
PX_INLINE void setParticleMass(PxReal v) { write<Buf::BF_ParticleMass>(v); }
PX_INLINE PxReal getRestitution() const { return read<Buf::BF_Restitution>(); }
PX_INLINE void setRestitution(PxReal v) { write<Buf::BF_Restitution>(v); }
PX_INLINE PxReal getDynamicFriction() const { return read<Buf::BF_DynamicFriction>(); }
PX_INLINE void setDynamicFriction(PxReal v) { write<Buf::BF_DynamicFriction>(v);}
PX_INLINE PxReal getStaticFriction() const { return read<Buf::BF_StaticFriction>(); }
PX_INLINE void setStaticFriction(PxReal v) { write<Buf::BF_StaticFriction>(v); }
PX_INLINE PxParticleBaseFlags getFlags() const { return read<Buf::BF_Flags>();}
PX_INLINE void setFlags(PxParticleBaseFlags v) { write<Buf::BF_Flags>(v); }
PX_INLINE PxFilterData getSimulationFilterData() const { return read<Buf::BF_SimulationFilterData>(); }
PX_INLINE void setSimulationFilterData(const PxFilterData& v) { write<Buf::BF_SimulationFilterData>(v); }
PX_INLINE void resetFiltering();
PX_INLINE PxParticleReadDataFlags getParticleReadDataFlags() const;
PX_INLINE void setParticleReadDataFlags(PxParticleReadDataFlags);
PX_INLINE PxU32 getParticleCount() const;
PX_INLINE const Cm::BitMap& getParticleMap() const;
PX_INLINE PxU32 getMaxParticles() const;
PX_INLINE PxReal getMaxMotionDistance() const;
PX_INLINE void setMaxMotionDistance(PxReal);
PX_INLINE PxReal getRestOffset() const;
PX_INLINE void setRestOffset(PxReal);
PX_INLINE PxReal getContactOffset() const;
PX_INLINE void setContactOffset(PxReal);
PX_INLINE PxReal getRestParticleDistance() const;
PX_INLINE void setRestParticleDistance(PxReal);
PX_INLINE PxReal getGridSize() const;
PX_INLINE void setGridSize(PxReal);
PX_INLINE PxBounds3 getWorldBounds() const;
//---------------------------------------------------------------------------------
// Data synchronization
//---------------------------------------------------------------------------------
// Synchronously called when the scene starts to be simulated.
void submitForceUpdates(PxReal timeStep);
// Synchronously called with fetchResults.
void syncState();
//---------------------------------------------------------------------------------
// Miscellaneous
//---------------------------------------------------------------------------------
PX_FORCE_INLINE const Core& getScParticleSystem() const { return mParticleSystem; } // Only use if you know what you're doing!
PX_FORCE_INLINE Core& getScParticleSystem() { return mParticleSystem; } // Only use if you know what you're doing!
PX_FORCE_INLINE static const ParticleSystem&fromSc(const Core& a) { return static_cast<const ParticleSystem&>(Actor::fromSc(a)); }
PX_FORCE_INLINE static ParticleSystem& fromSc(Core &a) {
Scb::Actor& actor = Actor::fromSc(a);
ParticleSystem& ps = static_cast<ParticleSystem&>(actor);
PX_UNUSED(ps);
return static_cast<ParticleSystem&>(Actor::fromSc(a));
}
static size_t getScOffset() { return reinterpret_cast<size_t>(&reinterpret_cast<ParticleSystem*>(0)->mParticleSystem); }
#if PX_SUPPORT_GPU_PHYSX
PX_INLINE void enableDeviceExclusiveModeGpu();
PX_INLINE PxParticleDeviceExclusiveAccess* getDeviceExclusiveAccessGpu() const;
#endif
private:
Core mParticleSystem;
NpParticleFluidReadData* mReadParticleFluidData;
ForceUpdates mForceUpdatesAcc;
ForceUpdates mForceUpdatesVel;
PX_FORCE_INLINE const Scb::ParticleSystemBuffer* getParticleSystemBuffer() const { return reinterpret_cast<const Scb::ParticleSystemBuffer*>(getStream()); }
PX_FORCE_INLINE Scb::ParticleSystemBuffer* getParticleSystemBuffer() { return reinterpret_cast<Scb::ParticleSystemBuffer*>(getStream()); }
//---------------------------------------------------------------------------------
// Infrastructure for regular attributes
//---------------------------------------------------------------------------------
struct Access: public BufferedAccess<Buf, Core, ParticleSystem> {};
template<PxU32 f> PX_FORCE_INLINE typename Buf::Fns<f,0>::Arg read() const { return Access::read<Buf::Fns<f, 0> >(*this, mParticleSystem); }
template<PxU32 f> PX_FORCE_INLINE void write(typename Buf::Fns<f,0>::Arg v) { Access::write<Buf::Fns<f, 0> >(*this, mParticleSystem, v); }
template<PxU32 f> PX_FORCE_INLINE void flush(const Buf& buf) { Access::flush<Buf::Fns<f, 0> >(*this, mParticleSystem, buf); }
};
PX_INLINE PxParticleBase* ParticleSystem::getPxParticleSystem()
{
return mParticleSystem.getPxParticleBase();
}
PX_INLINE void ParticleSystem::removeFromScene()
{
PX_ASSERT(!isBuffering() || getControlState()==ControlState::eREMOVE_PENDING);
mForceUpdatesAcc.destroy();
mForceUpdatesVel.destroy();
}
PX_INLINE PxParticleReadData* ParticleSystem::lockParticleReadData(PxDataAccessFlags flags)
{
// Don't use the macro here since releasing the lock should not be done automatically but by the user
if(isBuffering())
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "Particle data read not allowed while simulation is running.");
return NULL;
}
if(!mReadParticleFluidData)
mReadParticleFluidData = PX_NEW(NpParticleFluidReadData)();
mReadParticleFluidData->lock("PxParticleBase::lockParticleReadData()");
mReadParticleFluidData->setDataAccessFlags(flags);
mParticleSystem.getParticleReadData(*mReadParticleFluidData);
return mReadParticleFluidData;
}
PX_INLINE void ParticleSystem::resetFiltering()
{
if(!isBuffering())
{
mParticleSystem.resetFiltering();
UPDATE_PVD_PROPERTIES_OBJECT()
}
else
markUpdated(Buf::BF_ResetFiltering);
}
PX_INLINE PxParticleReadDataFlags ParticleSystem::getParticleReadDataFlags() const
{
return mParticleSystem.getParticleReadDataFlags();
}
PX_INLINE void ParticleSystem::setParticleReadDataFlags(PxParticleReadDataFlags flags)
{
if(!isBuffering())
{
mParticleSystem.setParticleReadDataFlags(flags);
UPDATE_PVD_PROPERTIES_OBJECT()
}
}
PX_INLINE PxU32 ParticleSystem::getParticleCount() const
{
return mParticleSystem.getParticleCount();
}
PX_INLINE const Cm::BitMap& ParticleSystem::getParticleMap() const
{
return mParticleSystem.getParticleMap();
}
PX_INLINE PxU32 ParticleSystem::getMaxParticles() const
{
return mParticleSystem.getMaxParticles();
}
PX_INLINE PxReal ParticleSystem::getMaxMotionDistance() const
{
return mParticleSystem.getMaxMotionDistance();
}
PX_INLINE void ParticleSystem::setMaxMotionDistance(PxReal distance)
{
if(!isBuffering())
{
mParticleSystem.setMaxMotionDistance(distance);
UPDATE_PVD_PROPERTIES_OBJECT()
}
}
PX_INLINE PxReal ParticleSystem::getRestOffset() const
{
return mParticleSystem.getRestOffset();
}
PX_INLINE void ParticleSystem::setRestOffset(PxReal restOffset)
{
if(!isBuffering())
{
mParticleSystem.setRestOffset(restOffset);
UPDATE_PVD_PROPERTIES_OBJECT()
}
}
PX_INLINE PxReal ParticleSystem::getContactOffset() const
{
return mParticleSystem.getContactOffset();
}
PX_INLINE void ParticleSystem::setContactOffset(PxReal contactOffset)
{
if(!isBuffering())
{
mParticleSystem.setContactOffset(contactOffset);
UPDATE_PVD_PROPERTIES_OBJECT()
}
}
PX_INLINE PxReal ParticleSystem::getRestParticleDistance() const
{
return mParticleSystem.getRestParticleDistance();
}
PX_INLINE void ParticleSystem::setRestParticleDistance(PxReal restParticleDistance)
{
if(!isBuffering())
{
mParticleSystem.setRestParticleDistance(restParticleDistance);
UPDATE_PVD_PROPERTIES_OBJECT()
}
}
PX_INLINE PxReal ParticleSystem::getGridSize() const
{
return mParticleSystem.getGridSize();
}
PX_INLINE void ParticleSystem::setGridSize(PxReal gridSize)
{
if(!isBuffering())
{
mParticleSystem.setGridSize(gridSize);
UPDATE_PVD_PROPERTIES_OBJECT()
}
}
PX_INLINE PxBounds3 ParticleSystem::getWorldBounds() const
{
if(isBuffering())
{
Ps::getFoundation().error(PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__,
"PxActor::getWorldBounds(): Can't access particle world bounds during simulation without enabling bulk buffering.");
return PxBounds3();
}
return mParticleSystem.getWorldBounds();
}
#if PX_SUPPORT_GPU_PHYSX
PX_INLINE void ParticleSystem::enableDeviceExclusiveModeGpu()
{
mParticleSystem.enableDeviceExclusiveModeGpu();
}
PX_INLINE PxParticleDeviceExclusiveAccess* ParticleSystem::getDeviceExclusiveAccessGpu() const
{
if(getFlags() & PxParticleBaseFlag::eGPU)
return mParticleSystem.getDeviceExclusiveAccessGpu();
return NULL;
}
#endif
} // namespace Scb
}
#endif // PX_USE_PARTICLE_SYSTEM_API
#endif
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