Init
This commit is contained in:
242
physx/samples/samplelargeworld/ChunkLoader.h
Normal file
242
physx/samples/samplelargeworld/ChunkLoader.h
Normal file
@ -0,0 +1,242 @@
|
||||
//
|
||||
// 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) 2008-2021 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 CHUNKLOADER_H
|
||||
#define CHUNKLOADER_H
|
||||
|
||||
#include "PsMutex.h"
|
||||
#include "PsThread.h"
|
||||
#include "PhysXSample.h"
|
||||
|
||||
#include "PsTime.h"
|
||||
|
||||
#define ENABLE_PROGRESS_BAR 1
|
||||
|
||||
typedef PxU16 CoordType;
|
||||
typedef PxU32 IDType;
|
||||
|
||||
#define N1 7
|
||||
//The terrain has 16*16 grids
|
||||
#define N2 256
|
||||
|
||||
//The width of each terrain chunk, this is the hardcoded number accroding to Terrain.bin
|
||||
#define CHUNK_WIDTH 256.0f
|
||||
|
||||
#define MATERIAL_ROAD_GRASS 1003
|
||||
#define MATERIAL_BRICKS 1004
|
||||
#define MATERIAL_BUILDING 1005
|
||||
#define MATERIAL_FARM 1006
|
||||
#define MATERIAL_TREE 1007
|
||||
|
||||
PX_FORCE_INLINE PxShape* getShape(const PxRigidActor& actor)
|
||||
{
|
||||
PX_ASSERT(actor.getNbShapes() >= 1);
|
||||
PxShape* shape = NULL;
|
||||
actor.getShapes(&shape, 1);
|
||||
return shape;
|
||||
}
|
||||
|
||||
typedef union
|
||||
{
|
||||
struct{
|
||||
CoordType x, y;
|
||||
} coord;
|
||||
IDType id;
|
||||
|
||||
}ChunkID;
|
||||
|
||||
static PX_INLINE bool operator < (const ChunkID& _Left, const ChunkID& _Right)
|
||||
{
|
||||
return _Left.id < _Right.id;
|
||||
}
|
||||
static PX_INLINE bool operator == (const ChunkID& _Left, PxU32 _Right)
|
||||
{
|
||||
return _Left.id == _Right;
|
||||
}
|
||||
|
||||
static PX_INLINE bool operator == (const ChunkID& _Left, ChunkID _Right)
|
||||
{
|
||||
return _Left.id == _Right.id;
|
||||
}
|
||||
|
||||
struct ChunkCommandType
|
||||
{
|
||||
enum Enum
|
||||
{
|
||||
eAdd,
|
||||
eRemove
|
||||
};
|
||||
};
|
||||
|
||||
struct ChunkCommand
|
||||
{
|
||||
ChunkCommand(ChunkCommandType::Enum _type, const ChunkID& _id)
|
||||
{
|
||||
type = _type;
|
||||
id = _id;
|
||||
}
|
||||
|
||||
ChunkCommandType::Enum type;
|
||||
ChunkID id;
|
||||
};
|
||||
|
||||
struct DynamicObjects
|
||||
{
|
||||
DynamicObjects(PxRigidDynamic* _actor, bool _isImportant)
|
||||
{
|
||||
actor = _actor;
|
||||
isImportant = _isImportant;
|
||||
id.id = 0;
|
||||
}
|
||||
|
||||
PxRigidDynamic* actor;
|
||||
bool isImportant;
|
||||
ChunkID id;
|
||||
};
|
||||
|
||||
class SampleLargeWorld;
|
||||
class BackgroundLoader : public SampleAllocateable
|
||||
{
|
||||
public:
|
||||
struct DeferredLoadedRenderData : public RAWMesh
|
||||
{
|
||||
DeferredLoadedRenderData():shape(NULL){}
|
||||
//the shape to link with
|
||||
PxShape* shape;
|
||||
};
|
||||
public:
|
||||
|
||||
BackgroundLoader(SampleLargeWorld& sample, CoordType halfRange, CoordType terrainRange, PxF32 chunkWidth);
|
||||
~BackgroundLoader();
|
||||
|
||||
void addDynamicObject(PxRigidDynamic* inActor, bool inIsImportant)
|
||||
{
|
||||
mDyncActors.push_back(new DynamicObjects(inActor, inIsImportant));
|
||||
updateDynamicChunkId();
|
||||
}
|
||||
|
||||
void onTick();
|
||||
void updateChunk(const PxVec3& cameraPos);
|
||||
|
||||
//The lock for accessing streaming progress and timing status
|
||||
Ps::ReadWriteLock mLoaderStatusLock;
|
||||
|
||||
|
||||
#ifdef ENABLE_PROGRESS_BAR
|
||||
volatile PxU32 mQueryLength;
|
||||
volatile PxF32 mQueryProgress;
|
||||
#endif
|
||||
|
||||
volatile Ps::Time::Second mDiskIOTime;
|
||||
volatile Ps::Time::Second mPhyXStreamTime;
|
||||
volatile Ps::Time::Second mGraphicStreamTime;
|
||||
|
||||
private:
|
||||
const char* getPathname( ChunkID id );
|
||||
|
||||
void serialize(PxCollection* collection, ChunkID id);
|
||||
|
||||
void addReadyChunkToScene(ChunkID id);
|
||||
void destroyChunk(ChunkID id);
|
||||
|
||||
void updateDynamicChunkId();
|
||||
|
||||
//Return NULL means already loaded or cannot load
|
||||
PxCollection* loadChunk(ChunkID id);
|
||||
|
||||
void createRenderObjectsFromCollection(PxCollection* collection);
|
||||
void deleteLoadedRenderQueue();
|
||||
void deleteCollections();
|
||||
|
||||
void* loaderThread();
|
||||
static void* loaderThread(void* loader);
|
||||
|
||||
DeferredLoadedRenderData* createRawMeshFromObjMesh(const char* name, const PxTransform& pos, DeferredLoadedRenderData& rawMesh);
|
||||
|
||||
private:
|
||||
|
||||
struct CollectionMemory
|
||||
{
|
||||
CollectionMemory()
|
||||
: collection(NULL)
|
||||
, memory(NULL)
|
||||
, addToScene(false)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
PxCollection* collection;
|
||||
void* memory;
|
||||
bool addToScene;
|
||||
};
|
||||
|
||||
typedef std::map<ChunkID, CollectionMemory> CollectionIdMap;
|
||||
CollectionIdMap mCollectionIdMap;
|
||||
|
||||
std::vector<ChunkID> mRequestQueue;
|
||||
std::vector<DynamicObjects*> mDyncActors;
|
||||
std::vector<PxActor*> mRemovingActors;
|
||||
|
||||
//We calculate terrain's normals and store here
|
||||
std::vector<DeferredLoadedRenderData> mLoadedRenderDataQueue;
|
||||
|
||||
physx::shdfnd::Thread* mLoaderThread;
|
||||
|
||||
//The lock to access ChunkQueue arrays
|
||||
physx::shdfnd::Mutex mQueueLock;
|
||||
|
||||
//The lock to access mCollectionIdMap
|
||||
physx::shdfnd::Mutex mCollectionLock;
|
||||
|
||||
//A signal to inform background thread new jobs
|
||||
shdfnd::Sync mRequestReady;
|
||||
|
||||
SampleLargeWorld* mSampleLargeWorld;
|
||||
PxPhysics& mPhysics;
|
||||
PxScene& mScene;
|
||||
PxMaterial& mMaterial;
|
||||
|
||||
ChunkID mCurChunkId;
|
||||
CoordType mHalfRange;
|
||||
CoordType mTerrainRange;
|
||||
PxF32 mChunkWidth;
|
||||
|
||||
//Internal Timing varialbe
|
||||
Ps::Time::Second mDiskIOTimeCounter;
|
||||
Ps::Time::Second mPhyXStreamTimeCounter;
|
||||
Ps::Time::Second mGraphicStreamTimeCounter;
|
||||
PxBounds3 mLocalBounds;
|
||||
|
||||
PxSerializationRegistry* mSr;
|
||||
std::vector<ChunkCommand> mChunkCmds;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user