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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_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
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