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XCEngine/engine/third_party/physx/source/gpusimulationcontroller/include/PxgSmoothing.h

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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) 2008-2025 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 PXG_SMOOTHING_H
#define PXG_SMOOTHING_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxVec4.h"
#include "foundation/PxArray.h"
#include "PxSmoothing.h"
#include "PxgKernelWrangler.h"
#include "PxgAnisotropyData.h"
#include "PxgKernelLauncher.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
#if PX_SUPPORT_GPU_PHYSX
class PxgSmoothedPositionGenerator : public PxSmoothedPositionGenerator, public PxUserAllocated
{
private:
PxgKernelLauncher mKernelLauncher;
PxSmoothedPositionData mPositionSmoothingDataHost;
PxSmoothedPositionData* mPositionSmoothingDataPerParticleSystemDevice;
PxU32 mNumParticles;
bool mDirty;
bool mOwnsSmoothedPositionGPUBuffers;
PxVec4* mSmoothedPositions;
bool mEnabled;
void releaseGPUSmoothedPositionBuffers();
void allocateGPUSmoothedPositionBuffers();
public:
PxgSmoothedPositionGenerator(PxgKernelLauncher& cudaContextManager, PxU32 maxNumParticles, PxReal smoothingStrenght);
virtual ~PxgSmoothedPositionGenerator() { }
virtual void setSmoothing(float smoothingStrenght)
{
mPositionSmoothingDataHost.mSmoothing = smoothingStrenght;
mDirty = true;
}
virtual void release();
//Replaces the former readData method
virtual void setResultBufferHost(PxVec4* smoothedPositions)
{
mSmoothedPositions = smoothedPositions;
allocateGPUSmoothedPositionBuffers();
mDirty = true;
}
virtual void setResultBufferDevice(PxVec4* smoothedPositions)
{
if (mOwnsSmoothedPositionGPUBuffers)
releaseGPUSmoothedPositionBuffers();
mPositionSmoothingDataHost.mPositions = smoothedPositions;
mDirty = true;
mSmoothedPositions = NULL;
}
virtual void generateSmoothedPositions(PxGpuParticleSystem* gpuParticleSystem, PxU32 numParticles, CUstream stream);
virtual void generateSmoothedPositions(PxVec4* particlePositionsGpu, PxParticleNeighborhoodProvider& neighborhoodProvider, PxU32 numParticles, PxReal particleContactOffset, CUstream stream);
virtual PxU32 getMaxParticles() const
{
return mNumParticles;
}
virtual void setMaxParticles(PxU32 maxParticles);
virtual PxVec4* getSmoothedPositionsDevicePointer() const
{
return mPositionSmoothingDataHost.mPositions;
}
virtual void setEnabled(bool enabled)
{
mEnabled = enabled;
}
virtual bool isEnabled() const
{
return mEnabled;
}
};
#endif
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif