aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/SimulationController/src/particles/ScParticleSystemSim.h
blob: f56034b7e793e1ff17b42c0498dc20f7a9c87645 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
//
// 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_SCP_PARTICLE_SYSTEM_SIM
#define PX_PHYSICS_SCP_PARTICLE_SYSTEM_SIM

#include "CmPhysXCommon.h"
#include "PxPhysXConfig.h"
#if PX_USE_PARTICLE_SYSTEM_API

#include "ScScene.h"
#include "ScActorSim.h"
#include "ScRigidSim.h"
#include "PsPool.h"

#include "ScParticlePacketShape.h"
#include "PtParticleSystemSim.h"

namespace physx
{

#if PX_SUPPORT_GPU_PHYSX
class PxParticleDeviceExclusiveAccess;
#endif

namespace Pt
{
	class Context;
	class ParticleSystemSim;
	class ParticleShape;
	class ParticleSystemState;
	struct ParticleSystemSimDataDesc;
	struct ParticleShapesUpdateInput;
	struct ParticleCollisionUpdateInput;
}

namespace Sc
{
	class ParticleSystemCore;
	class ShapeSim;
	class ParticlePacketShape;

#define PX_PARTICLE_SYSTEM_DEBUG_RENDERING			1

	class ParticleSystemSim : public ActorSim
	{
	public:

		ParticleSystemSim(Scene&, ParticleSystemCore&);
		
		void					release(bool releaseStateBuffers);

		PxFilterData			getSimulationFilterData() const;
		void					scheduleRefiltering();
		void					resetFiltering();

		void					setFlags(PxU32 flags);
		PxU32					getInternalFlags() const;

		void					getSimParticleData(Pt::ParticleSystemSimDataDesc& simParticleData, bool devicePtr) const;
		Pt::ParticleSystemState& getParticleState();

		void					addInteraction(const ParticlePacketShape& particleShape, const ShapeSim& shape, const PxU32 ccdPass);
		void					removeInteraction(const ParticlePacketShape& particleShape, const ShapeSim& shape, bool isDyingRb, const PxU32 ccdPass);
		void					onRbShapeChange(const ParticlePacketShape& particleShape, const ShapeSim& shape);

		void					processShapesUpdate();
#if PX_SUPPORT_GPU_PHYSX
		Ps::IntBool				isGpu() const { return mLLSim->isGpuV(); }
#endif
		// batched updates
		static PxBaseTask&	scheduleShapeGeneration(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
		static PxBaseTask&	scheduleDynamicsCpu(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
		static PxBaseTask&	scheduleCollisionPrep(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
		static PxBaseTask&	scheduleCollisionCpu(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);
		static PxBaseTask&	schedulePipelineGpu(Pt::Context& context, const Ps::Array<ParticleSystemSim*>& particleSystems, PxBaseTask& continuation);

		//---------------------------------------------------------------------------------
		// Actor implementation
		//---------------------------------------------------------------------------------
	public:
		// non-DDI methods:

		// Core functionality
		void				startStep();
		void				endStep();

		void				unlinkParticleShape(ParticlePacketShape* particleShape);

		ParticleSystemCore&	getCore() const;
		
#if PX_SUPPORT_GPU_PHYSX
		void				enableDeviceExclusiveModeGpu();
		PxParticleDeviceExclusiveAccess*
							getDeviceExclusiveAccessGpu() const;
#endif

	private:
		~ParticleSystemSim() {}

		void				createShapeUpdateInput(Pt::ParticleShapesUpdateInput& input);	
		void				createCollisionUpdateInput(Pt::ParticleCollisionUpdateInput& input);	
		void				updateRigidBodies();
		void				prepareCollisionInput(PxBaseTask* continuation);

		// ParticleSystem packet handling
		void				releaseParticlePacketShapes();
		PX_INLINE void		addParticlePacket(Pt::ParticleShape* llParticleShape);
		PX_INLINE void		removeParticlePacket(const Pt::ParticleShape * llParticleShape);


#if PX_ENABLE_DEBUG_VISUALIZATION
	public:
		void visualizeStartStep(Cm::RenderOutput& out);
		void visualizeEndStep(Cm::RenderOutput& out);

	private:
		void	visualizeParticlesBounds(Cm::RenderOutput& out);
		void	visualizeParticles(Cm::RenderOutput& out);
		void	visualizeCollisionNormals(Cm::RenderOutput& out);
		void	visualizeSpatialGrid(Cm::RenderOutput& out);
		void	visualizeBroadPhaseBounds(Cm::RenderOutput& out);
		void	visualizeInteractions(Cm::RenderOutput& out);	// MS: Might be helpful for debugging
#endif  // PX_ENABLE_DEBUG_VISUALIZATION


	private:
		Pt::ParticleSystemSim* mLLSim;

		// Array of particle packet shapes
		Ps::Pool<ParticlePacketShape> mParticlePacketShapePool;
		Ps::Array<ParticlePacketShape*> mParticlePacketShapes;

		// Count interactions for sizing the contact manager stream
		PxU32 mInteractionCount;

		typedef Cm::DelegateTask<Sc::ParticleSystemSim, &Sc::ParticleSystemSim::prepareCollisionInput> CollisionInputPrepTask;
		CollisionInputPrepTask mCollisionInputPrepTask;
	};

} // namespace Sc

}

#endif	// PX_USE_PARTICLE_SYSTEM_API

#endif