243 lines
6.0 KiB
C++
243 lines
6.0 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef CHUNKLOADER_H
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#define CHUNKLOADER_H
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#include "PsMutex.h"
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#include "PsThread.h"
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#include "PhysXSample.h"
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#include "PsTime.h"
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#define ENABLE_PROGRESS_BAR 1
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typedef PxU16 CoordType;
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typedef PxU32 IDType;
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#define N1 7
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//The terrain has 16*16 grids
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#define N2 256
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//The width of each terrain chunk, this is the hardcoded number accroding to Terrain.bin
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#define CHUNK_WIDTH 256.0f
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#define MATERIAL_ROAD_GRASS 1003
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#define MATERIAL_BRICKS 1004
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#define MATERIAL_BUILDING 1005
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#define MATERIAL_FARM 1006
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#define MATERIAL_TREE 1007
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PX_FORCE_INLINE PxShape* getShape(const PxRigidActor& actor)
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{
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PX_ASSERT(actor.getNbShapes() >= 1);
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PxShape* shape = NULL;
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actor.getShapes(&shape, 1);
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return shape;
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}
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typedef union
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{
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struct{
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CoordType x, y;
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} coord;
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IDType id;
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}ChunkID;
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static PX_INLINE bool operator < (const ChunkID& _Left, const ChunkID& _Right)
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{
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return _Left.id < _Right.id;
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}
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static PX_INLINE bool operator == (const ChunkID& _Left, PxU32 _Right)
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{
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return _Left.id == _Right;
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}
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static PX_INLINE bool operator == (const ChunkID& _Left, ChunkID _Right)
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{
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return _Left.id == _Right.id;
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}
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struct ChunkCommandType
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{
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enum Enum
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{
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eAdd,
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eRemove
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};
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};
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struct ChunkCommand
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{
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ChunkCommand(ChunkCommandType::Enum _type, const ChunkID& _id)
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{
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type = _type;
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id = _id;
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}
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ChunkCommandType::Enum type;
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ChunkID id;
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};
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struct DynamicObjects
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{
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DynamicObjects(PxRigidDynamic* _actor, bool _isImportant)
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{
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actor = _actor;
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isImportant = _isImportant;
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id.id = 0;
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}
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PxRigidDynamic* actor;
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bool isImportant;
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ChunkID id;
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};
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class SampleLargeWorld;
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class BackgroundLoader : public SampleAllocateable
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{
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public:
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struct DeferredLoadedRenderData : public RAWMesh
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{
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DeferredLoadedRenderData():shape(NULL){}
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//the shape to link with
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PxShape* shape;
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};
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public:
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BackgroundLoader(SampleLargeWorld& sample, CoordType halfRange, CoordType terrainRange, PxF32 chunkWidth);
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~BackgroundLoader();
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void addDynamicObject(PxRigidDynamic* inActor, bool inIsImportant)
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{
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mDyncActors.push_back(new DynamicObjects(inActor, inIsImportant));
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updateDynamicChunkId();
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}
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void onTick();
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void updateChunk(const PxVec3& cameraPos);
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//The lock for accessing streaming progress and timing status
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Ps::ReadWriteLock mLoaderStatusLock;
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#ifdef ENABLE_PROGRESS_BAR
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volatile PxU32 mQueryLength;
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volatile PxF32 mQueryProgress;
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#endif
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volatile Ps::Time::Second mDiskIOTime;
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volatile Ps::Time::Second mPhyXStreamTime;
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volatile Ps::Time::Second mGraphicStreamTime;
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private:
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const char* getPathname( ChunkID id );
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void serialize(PxCollection* collection, ChunkID id);
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void addReadyChunkToScene(ChunkID id);
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void destroyChunk(ChunkID id);
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void updateDynamicChunkId();
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//Return NULL means already loaded or cannot load
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PxCollection* loadChunk(ChunkID id);
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void createRenderObjectsFromCollection(PxCollection* collection);
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void deleteLoadedRenderQueue();
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void deleteCollections();
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void* loaderThread();
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static void* loaderThread(void* loader);
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DeferredLoadedRenderData* createRawMeshFromObjMesh(const char* name, const PxTransform& pos, DeferredLoadedRenderData& rawMesh);
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private:
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struct CollectionMemory
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{
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CollectionMemory()
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: collection(NULL)
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, memory(NULL)
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, addToScene(false)
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{
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}
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PxCollection* collection;
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void* memory;
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bool addToScene;
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};
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typedef std::map<ChunkID, CollectionMemory> CollectionIdMap;
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CollectionIdMap mCollectionIdMap;
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std::vector<ChunkID> mRequestQueue;
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std::vector<DynamicObjects*> mDyncActors;
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std::vector<PxActor*> mRemovingActors;
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//We calculate terrain's normals and store here
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std::vector<DeferredLoadedRenderData> mLoadedRenderDataQueue;
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physx::shdfnd::Thread* mLoaderThread;
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//The lock to access ChunkQueue arrays
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physx::shdfnd::Mutex mQueueLock;
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//The lock to access mCollectionIdMap
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physx::shdfnd::Mutex mCollectionLock;
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//A signal to inform background thread new jobs
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shdfnd::Sync mRequestReady;
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SampleLargeWorld* mSampleLargeWorld;
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PxPhysics& mPhysics;
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PxScene& mScene;
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PxMaterial& mMaterial;
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ChunkID mCurChunkId;
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CoordType mHalfRange;
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CoordType mTerrainRange;
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PxF32 mChunkWidth;
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//Internal Timing varialbe
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Ps::Time::Second mDiskIOTimeCounter;
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Ps::Time::Second mPhyXStreamTimeCounter;
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Ps::Time::Second mGraphicStreamTimeCounter;
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PxBounds3 mLocalBounds;
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PxSerializationRegistry* mSr;
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std::vector<ChunkCommand> mChunkCmds;
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};
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#endif
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