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
|
// 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) 2008-2018 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
|