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sdk/extensions/shaders/source/NvBlastExtDamageAcceleratorInternal.h

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00001 // This code contains NVIDIA Confidential Information and is disclosed to you
00002 // under a form of NVIDIA software license agreement provided separately to you.
00003 //
00004 // Notice
00005 // NVIDIA Corporation and its licensors retain all intellectual property and
00006 // proprietary rights in and to this software and related documentation and
00007 // any modifications thereto. Any use, reproduction, disclosure, or
00008 // distribution of this software and related documentation without an express
00009 // license agreement from NVIDIA Corporation is strictly prohibited.
00010 //
00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
00015 //
00016 // Information and code furnished is believed to be accurate and reliable.
00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
00018 // information or for any infringement of patents or other rights of third parties that may
00019 // result from its use. No license is granted by implication or otherwise under any patent
00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
00021 // This code supersedes and replaces all information previously supplied.
00022 // NVIDIA Corporation products are not authorized for use as critical
00023 // components in life support devices or systems without express written approval of
00024 // NVIDIA Corporation.
00025 //
00026 // Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved.
00027 
00028 #pragma once
00029 
00030 #include "NvBlastExtDamageShaders.h"
00031 #include "PxBounds3.h"
00032 
00033 
00034 namespace Nv
00035 {
00036 namespace Blast
00037 {
00038 
00039 
00040 class ExtDamageAcceleratorInternal : public NvBlastExtDamageAccelerator
00041 {
00042 public:
00043     struct QueryBondData
00044     {
00045         uint32_t bond;
00046         uint32_t node0;
00047         uint32_t node1;
00048     };
00049 
00050     class ResultCallback
00051     {
00052     public:
00053         ResultCallback(QueryBondData* buffer, uint32_t count) :
00054             m_bondBuffer(buffer), m_bondMaxCount(count), m_bondCount(0) {}
00055 
00056         virtual void processResults(const QueryBondData* bondBuffer, uint32_t count) = 0;
00057 
00058         void push(uint32_t bond, uint32_t node0, uint32_t node1)
00059         {
00060             m_bondBuffer[m_bondCount].bond = bond;
00061             m_bondBuffer[m_bondCount].node0 = node0;
00062             m_bondBuffer[m_bondCount].node1 = node1;
00063             m_bondCount++;
00064             if (m_bondCount == m_bondMaxCount)
00065             {
00066                 dispatch();
00067             }
00068         }
00069 
00070         void dispatch()
00071         {
00072             if (m_bondCount)
00073             {
00074                 processResults(m_bondBuffer, m_bondCount);
00075                 m_bondCount = 0;
00076             }
00077         }
00078         
00079     private:
00080         QueryBondData* m_bondBuffer;
00081         uint32_t       m_bondMaxCount;
00082 
00083         uint32_t       m_bondCount;
00084     };
00085 
00086     virtual void findBondCentroidsInBounds(const physx::PxBounds3& bounds, ResultCallback& resultCallback) const = 0;
00087     virtual void findBondSegmentsInBounds(const physx::PxBounds3& bounds, ResultCallback& resultCallback) const = 0;
00088     virtual void findBondSegmentsPlaneIntersected(const physx::PxPlane& plane, ResultCallback& resultCallback) const = 0;
00089 
00090     // Non-thread safe! Multiple calls return the same memory.
00091     virtual void* getImmediateScratch(size_t size) = 0;
00092 };
00093 
00094 
00095 } // namespace Blast
00096 } // namespace Nv
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