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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and 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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2016 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 SCB_SCENE_PVD_CLIENT_H
#define SCB_SCENE_PVD_CLIENT_H
#include "PxPhysXConfig.h"
#if PX_SUPPORT_PVD
#include "foundation/PxStrideIterator.h"
#include "pvd/PxPvdTransport.h"
#include "PxPvdSceneClient.h"
#include "PvdMetaDataPvdBinding.h"
#include "CmBitMap.h"
#include "PxPvdClient.h"
#include "PxPvdUserRenderer.h"
#include "PsPvd.h"
namespace physx
{
class PxScene;
class PxActor;
class PxShape;
class PxGeometryHolder;
class PxArticulationLink;
class PxRenderBuffer;
namespace Scb
{
class Scene;
class Actor;
class Body;
class RigidStatic;
class RigidObject;
class Shape;
class ParticleSystem;
class Constraint;
class Articulation;
class ArticulationJoint;
class Cloth;
class Aggregate;
}
namespace Sc
{
class MaterialCore;
class ConstraintCore;
class ParticleSystemCore;
}
namespace Vd
{
class ScbScenePvdClient : public PxPvdSceneClient, public PvdClient, public PvdVisualizer
{
PX_NOCOPY(ScbScenePvdClient)
public:
ScbScenePvdClient(Scb::Scene& scene);
virtual ~ScbScenePvdClient();
// PxPvdSceneClient
virtual void setScenePvdFlag(PxPvdSceneFlag::Enum flag, bool value);
virtual void setScenePvdFlags(PxPvdSceneFlags flags);
virtual PxPvdSceneFlags getScenePvdFlags() const;
virtual void updateCamera(const char* name, const PxVec3& origin, const PxVec3& up, const PxVec3& target);
virtual void drawPoints(const PvdDebugPoint* points, PxU32 count);
virtual void drawLines(const PvdDebugLine* lines, PxU32 count);
virtual void drawTriangles(const PvdDebugTriangle* triangles, PxU32 count);
virtual void drawText(const PvdDebugText& text);
virtual PvdClient* getClientInternal();
//~PxPvdSceneClient
// pvdClient
virtual PvdDataStream* getDataStream();
virtual PvdMetaDataBinding* getMetaDataBinding();
virtual PvdUserRenderer* getUserRender();
virtual bool isConnected() const ;
virtual void onPvdConnected();
virtual void onPvdDisconnected();
virtual void flush();
//~pvdClient
PsPvd* getPsPvd();
void setPsPvd(PsPvd* pvd);
PX_INLINE bool checkPvdDebugFlag()
{
return mIsConnected && (mPvd->getInstrumentationFlags() & PxPvdInstrumentationFlag::eDEBUG);
}
void frameStart(PxReal simulateElapsedTime);
void frameEnd();
void updatePvdProperties();
void releasePvdInstance();
void createPvdInstance (const PxActor* actor); // temporary for deformables and particle systems
void updatePvdProperties(const PxActor* actor);
void releasePvdInstance (const PxActor* actor); // temporary for deformables and particle systems
void createPvdInstance (const Scb::Actor* actor); // temporary for deformables and particle systems
void updatePvdProperties(const Scb::Actor* actor);
void releasePvdInstance (const Scb::Actor* actor); // temporary for deformables and particle systems
void createPvdInstance (const Scb::Body* body);
void updatePvdProperties (const Scb::Body* body);
void updateKinematicTarget (const Scb::Body* body, const PxTransform& p);
void createPvdInstance (const Scb::RigidStatic* rigidStatic);
void updatePvdProperties (const Scb::RigidStatic* rigidStatic);
void releasePvdInstance (const Scb::RigidObject* rigidObject);
void createPvdInstance (const Scb::Constraint* constraint);
void updatePvdProperties(const Scb::Constraint* constraint);
void releasePvdInstance (const Scb::Constraint* constraint);
void createPvdInstance (const Scb::Articulation* articulation);
void updatePvdProperties(const Scb::Articulation* articulation);
void releasePvdInstance (const Scb::Articulation* articulation);
void createPvdInstance (const Scb::ArticulationJoint* articulationJoint);
void updatePvdProperties(const Scb::ArticulationJoint* articulationJoint);
void releasePvdInstance (const Scb::ArticulationJoint* articulationJoint);
void createPvdInstance (const Sc::MaterialCore* materialCore);
void updatePvdProperties(const Sc::MaterialCore* materialCore);
void releasePvdInstance (const Sc::MaterialCore* materialCore);
void createPvdInstance (const Scb::Shape* shape, PxActor& owner);
void updateMaterials (const Scb::Shape* shape);
void updatePvdProperties (const Scb::Shape* shape);
void releaseAndRecreateGeometry (const Scb::Shape* shape);
void releasePvdInstance (const Scb::Shape* shape, PxActor& owner);
void addBodyAndShapesToPvd (Scb::Body& b);
void addStaticAndShapesToPvd (Scb::RigidStatic& s);
void createPvdInstance (const Scb::Aggregate* aggregate);
void updatePvdProperties (const Scb::Aggregate* aggregate);
void attachAggregateActor (const Scb::Aggregate* aggregate, Scb::Actor* actor);
void detachAggregateActor (const Scb::Aggregate* aggregate, Scb::Actor* actor);
void releasePvdInstance (const Scb::Aggregate* aggregate);
void createPvdInstance (const Scb::Cloth* cloth);
void sendSimpleProperties (const Scb::Cloth* cloth);
void sendMotionConstraints (const Scb::Cloth* cloth);
void sendCollisionSpheres (const Scb::Cloth* cloth);
void sendCollisionCapsules (const Scb::Cloth* cloth);
void sendCollisionTriangles (const Scb::Cloth* cloth);
void sendVirtualParticles (const Scb::Cloth* cloth);
void sendSeparationConstraints (const Scb::Cloth* cloth);
void sendParticleAccelerations (const Scb::Cloth* cloth);
void sendSelfCollisionIndices (const Scb::Cloth* cloth);
void sendRestPositions (const Scb::Cloth* cloth);
void releasePvdInstance (const Scb::Cloth* cloth);
void originShift(PxVec3 shift);
void updateJoints();
void updateContacts();
void updateSceneQueries();
// PvdVisualizer
void visualize(PxArticulationLink& link);
void visualize(const PxRenderBuffer& debugRenderable);
private:
template <typename TPropertyType>
void sendArray( const void* instance, const char* propName, const Cm::BitMap* bitMap, PxU32 nbValidParticles,
PxStrideIterator<const TPropertyType>& iterator);
void sendStateDatas(Sc::ParticleSystemCore* psCore);
void sendEntireScene();
void updateConstraint(const Sc::ConstraintCore& scConstraint, PxU32 updateType);
void setCreateContactReports(bool b);
PxPvdSceneFlags mFlags;
PsPvd* mPvd;
Scb::Scene& mScbScene;
PvdDataStream* mPvdDataStream;
PvdMetaDataBinding mMetaDataBinding;
PvdUserRenderer* mUserRender;
RendererEventClient* mRenderClient;
bool mIsConnected;
};
} // pvd
} // physx
#endif // PX_SUPPORT_PVD
#endif // SCB_SCENE_PVD_CLIENT_H
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