Subversion Repository Public Repository

Divide-Dependencies

This repository has no backups
This repository's network speed is throttled to 100KB/sec

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
//
// 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) 2018 NVIDIA Corporation. All rights reserved.



#ifndef __DESTRUCTIBLE_PREVIEW_IMPL_H__
#define __DESTRUCTIBLE_PREVIEW_IMPL_H__

#include "Apex.h"
#include "ApexPreview.h"
#include "RenderMesh.h"
#include "DestructiblePreview.h"

namespace nvidia
{
namespace destructible
{
class DestructiblePreviewImpl : public ApexResource, public ApexPreview
{
public:

	DestructibleAssetImpl*		m_asset;
	DestructiblePreview*	m_api;

	uint32_t			m_chunkDepth;
	float			m_explodeAmount;

	RenderMeshActor*		m_renderMeshActors[DestructibleActorMeshType::Count];	// Indexed by DestructibleActorMeshType::Enum

	physx::Array<RenderMeshActor*>	m_instancedChunkRenderMeshActors;	// One per render mesh actor per instanced chunk
	physx::Array<uint16_t>			m_instancedActorVisiblePart;

	physx::Array<uint16_t>			m_instancedChunkActorMap;	// from instanced chunk instanceInfo index to actor index

	physx::Array<UserRenderInstanceBuffer*>	m_chunkInstanceBuffers;
	physx::Array< physx::Array< DestructibleAssetImpl::ChunkInstanceBufferDataElement > >	m_chunkInstanceBufferData;

	bool					m_drawUnexpandedChunksStatically;

	void*					m_userData;

	void				setExplodeView(uint32_t depth, float explode);

	void				updateRenderResources(bool rewriteBuffers, void* userRenderData);

	RenderMeshActor*	getRenderMeshActor() const
	{
		return m_renderMeshActors[(!m_drawUnexpandedChunksStatically || m_explodeAmount != 0.0f) ? DestructibleActorMeshType::Skinned : DestructibleActorMeshType::Static];
	}

	void				updateRenderResources(void* userRenderData);
	void				dispatchRenderResources(UserRenderer& renderer);

	// ApexPreview methods
	void				setPose(const PxMat44& pose);
	Renderable*	getRenderable()
	{
		return DYNAMIC_CAST(Renderable*)(m_api);
	}
	void				release();
	void				destroy();

	DestructiblePreviewImpl(DestructiblePreview* _api, DestructibleAssetImpl& _asset, const NvParameterized::Interface* params);
	virtual				~DestructiblePreviewImpl();

protected:
	void					setChunkVisibility(uint16_t index, bool visibility)
	{
		PX_ASSERT((int32_t)index < m_asset->mParams->chunks.arraySizes[0]);
		if (visibility)
		{
			mVisibleChunks.use(index);
		}
		else
		{
			mVisibleChunks.free(index);
		}
		DestructibleAssetParametersNS::Chunk_Type& sourceChunk = m_asset->mParams->chunks.buf[index];
		if ((sourceChunk.flags & DestructibleAssetImpl::Instanced) == 0)
		{
			// Not instanced - need to choose the static or dynamic mesh, and set visibility for the render mesh actor
			const DestructibleActorMeshType::Enum typeN = (m_explodeAmount != 0.0f || !m_drawUnexpandedChunksStatically) ?
					DestructibleActorMeshType::Skinned : DestructibleActorMeshType::Static;
			m_renderMeshActors[typeN]->setVisibility(visibility, sourceChunk.meshPartIndex);
		}
	}


	void				setInstancedChunkCount(uint32_t count);

	IndexBank<uint16_t>	mVisibleChunks;
	uint16_t				m_instancedChunkCount;
};

}
} // end namespace nvidia

#endif // __DESTRUCTIBLEACTOR_H__

Commits for Divide-Dependencies/physx/APEX_1.4/module/destructible/include/DestructiblePreviewImpl.h

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx