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- // * Neither the name of NVIDIA CORPORATION nor the names of its
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- // from this software without specific prior written permission.
- //
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- //
- // Copyright (c) 2008-2026 NVIDIA Corporation. All rights reserved.
- // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
+ // SPDX-License-Identifier: Apache-2.0
#ifndef NP_SCENE_PVD_CLIENT_H
#define NP_SCENE_PVD_CLIENT_H
#include "PxPhysXConfig.h"
#if PX_SUPPORT_PVD
#include "foundation/PxStrideIterator.h"
#include "pvd/PxPvdTransport.h"
#include "pvd/PxPvdSceneClient.h"
#include "PvdMetaDataPvdBinding.h"
#include "foundation/PxBitMap.h"
#include "PxPvdClient.h"
#include "PxPvdUserRenderer.h"
#include "PsPvd.h"
#include "PxsMaterialCore.h"
#include "PxsDeformableSurfaceMaterialCore.h"
#include "PxsDeformableVolumeMaterialCore.h"
#include "PxsPBDMaterialCore.h"
namespace physx
{
class PxActor;
class PxArticulationLink;
class PxRenderBuffer;
class NpConstraint;
class NpShape;
class NpAggregate;
class NpRigidStatic;
class NpRigidDynamic;
class NpArticulationLink;
class NpArticulationJointReducedCoordinate;
class NpArticulationReducedCoordinate;
class NpArticulationSpatialTendon;
class NpArticulationFixedTendon;
class NpArticulationMimicJoint;
class NpActor;
class NpScene;
#if PX_SUPPORT_GPU_PHYSX
class NpDeformableSurface;
class NpDeformableVolume;
class NpPBDParticleSystem;
class NpDeformableAttachment;
class NpDeformableElementFilter;
#endif
namespace Sc
{
class ConstraintCore;
}
namespace Vd
{
class PvdSceneClient : public PxPvdSceneClient, public PvdClient, public PvdVisualizer
{
PX_NOCOPY(PvdSceneClient)
public:
PvdSceneClient(NpScene& scene);
virtual ~PvdSceneClient();
// PxPvdSceneClient
virtual void setScenePvdFlag(PxPvdSceneFlag::Enum flag, bool value) PX_OVERRIDE;
virtual void setScenePvdFlags(PxPvdSceneFlags flags) PX_OVERRIDE { mFlags = flags; }
virtual PxPvdSceneFlags getScenePvdFlags() const PX_OVERRIDE { return mFlags; }
virtual void updateCamera(const char* name, const PxVec3& origin, const PxVec3& up, const PxVec3& target) PX_OVERRIDE;
virtual void drawPoints(const PxDebugPoint* points, PxU32 count) PX_OVERRIDE;
virtual void drawLines(const PxDebugLine* lines, PxU32 count) PX_OVERRIDE;
virtual void drawTriangles(const PxDebugTriangle* triangles, PxU32 count) PX_OVERRIDE;
virtual void drawText(const PxDebugText& text) PX_OVERRIDE;
virtual PvdClient* getClientInternal() PX_OVERRIDE { return this; }
//~PxPvdSceneClient
// pvdClient
virtual PvdDataStream* getDataStream() PX_OVERRIDE { return mPvdDataStream; }
virtual bool isConnected() const PX_OVERRIDE { return mIsConnected; }
virtual void onPvdConnected() PX_OVERRIDE;
virtual void onPvdDisconnected() PX_OVERRIDE;
virtual void flush() PX_OVERRIDE {}
//~pvdClient
PX_FORCE_INLINE bool checkPvdDebugFlag() const
{
return mIsConnected && (mPvd->getInstrumentationFlags() & PxPvdInstrumentationFlag::eDEBUG);
}
PX_FORCE_INLINE PxPvdSceneFlags getScenePvdFlagsFast() const { return mFlags; }
PX_FORCE_INLINE void setPsPvd(PsPvd* pvd) { mPvd = pvd; }
void frameStart(PxReal simulateElapsedTime);
void frameEnd();
void updatePvdProperties();
void releasePvdInstance();
void createPvdInstance (const PxActor* actor); // temporary for deformables and particle systems - sschirm: deformables and particles are gone...
void updatePvdProperties(const PxActor* actor);
void releasePvdInstance (const PxActor* actor); // temporary for deformables and particle systems - sschirm: deformables and particles are gone...
void createPvdInstance (const NpActor* actor); // temporary for deformables and particle systems - sschirm: deformables and particles are gone...
void updatePvdProperties(const NpActor* actor);
void releasePvdInstance (const NpActor* actor); // temporary for deformables and particle systems - sschirm: deformables and particles are gone...
void createPvdInstance (const NpRigidDynamic* body);
void createPvdInstance (const NpArticulationLink* body);
void updatePvdProperties (const NpRigidDynamic* body);
void updatePvdProperties (const NpArticulationLink* body);
void releasePvdInstance (const NpRigidDynamic* body);
void releasePvdInstance (const NpArticulationLink* body);
void updateBodyPvdProperties(const NpActor* body);
void updateKinematicTarget (const NpActor* body, const PxTransform& p);
void createPvdInstance (const NpRigidStatic* rigidStatic);
void updatePvdProperties (const NpRigidStatic* rigidStatic);
void releasePvdInstance (const NpRigidStatic* rigidStatic);
void createPvdInstance (const NpConstraint* constraint);
void updatePvdProperties(const NpConstraint* constraint);
void releasePvdInstance (const NpConstraint* constraint);
void createPvdInstance (const NpArticulationReducedCoordinate* articulation);
void updatePvdProperties(const NpArticulationReducedCoordinate* articulation);
void releasePvdInstance (const NpArticulationReducedCoordinate* articulation);
void createPvdInstance (const NpArticulationJointReducedCoordinate* articulationJoint);
void updatePvdProperties(const NpArticulationJointReducedCoordinate* articulationJoint);
void releasePvdInstance (const NpArticulationJointReducedCoordinate* articulationJoint);
void createPvdInstance(const NpArticulationSpatialTendon* articulationTendon);
void updatePvdProperties(const NpArticulationSpatialTendon* articulationTendon);
void releasePvdInstance(const NpArticulationSpatialTendon* articulationTendon);
void createPvdInstance(const NpArticulationFixedTendon* articulationTendon);
void updatePvdProperties(const NpArticulationFixedTendon* articulationTendon);
void releasePvdInstance(const NpArticulationFixedTendon* articulationTendon);
void createPvdInstance(const NpArticulationMimicJoint* mimicJoint);
void updatePvdProperties(const NpArticulationMimicJoint* mimicJoint);
void releasePvdInstance(const NpArticulationMimicJoint* mimicJoint);
///////////////////////////////////////////////////////////////////////////
void createPvdInstance (const PxsMaterialCore* materialCore);
void updatePvdProperties(const PxsMaterialCore* materialCore);
void releasePvdInstance (const PxsMaterialCore* materialCore);
void createPvdInstance(const PxsDeformableSurfaceMaterialCore* materialCore);
void updatePvdProperties(const PxsDeformableSurfaceMaterialCore* materialCore);
void releasePvdInstance(const PxsDeformableSurfaceMaterialCore* materialCore);
void createPvdInstance (const PxsDeformableVolumeMaterialCore* materialCore);
void updatePvdProperties(const PxsDeformableVolumeMaterialCore* materialCore);
void releasePvdInstance (const PxsDeformableVolumeMaterialCore* materialCore);
void createPvdInstance (const PxsPBDMaterialCore* materialCore);
void updatePvdProperties(const PxsPBDMaterialCore* materialCore);
void releasePvdInstance (const PxsPBDMaterialCore* materialCore);
///////////////////////////////////////////////////////////////////////////
void createPvdInstance (const NpShape* shape, PxActor& owner);
void updateMaterials (const NpShape* shape);
void updatePvdProperties (const NpShape* shape);
void releaseAndRecreateGeometry (const NpShape* shape);
void releasePvdInstance (const NpShape* shape, PxActor& owner);
void addBodyAndShapesToPvd (NpRigidDynamic& b);
void addStaticAndShapesToPvd (NpRigidStatic& s);
void createPvdInstance (const NpAggregate* aggregate);
void updatePvdProperties (const NpAggregate* aggregate);
void attachAggregateActor (const NpAggregate* aggregate, NpActor* actor);
void detachAggregateActor (const NpAggregate* aggregate, NpActor* actor);
void releasePvdInstance (const NpAggregate* aggregate);
#if PX_SUPPORT_GPU_PHYSX
void createPvdInstance(const NpDeformableSurface* deformableSurface);
void updatePvdProperties(const NpDeformableSurface* deformableSurface);
void attachAggregateActor(const NpDeformableSurface* deformableSurface, NpActor* actor);
void detachAggregateActor(const NpDeformableSurface* deformableSurface, NpActor* actor);
void releasePvdInstance(const NpDeformableSurface* deformableSurface);
void createPvdInstance(const NpDeformableVolume* deformableVolume);
void updatePvdProperties(const NpDeformableVolume* deformableVolume);
void attachAggregateActor(const NpDeformableVolume* deformableVolume, NpActor* actor);
void detachAggregateActor(const NpDeformableVolume* deformableVolume, NpActor* actor);
void releasePvdInstance(const NpDeformableVolume* deformableVolume);
void createPvdInstance(const NpPBDParticleSystem* particleSystem);
void updatePvdProperties(const NpPBDParticleSystem* particleSystem);
void attachAggregateActor(const NpPBDParticleSystem* particleSystem, NpActor* actor);
void detachAggregateActor(const NpPBDParticleSystem* particleSystem, NpActor* actor);
void releasePvdInstance(const NpPBDParticleSystem* particleSystem);
void createPvdInstance(const NpDeformableAttachment* attachment);
void updatePvdProperties(const NpDeformableAttachment* attachment);
void attachAggregateActor(const NpDeformableAttachment* attachment, NpActor* actor);
void detachAggregateActor(const NpDeformableAttachment* attachment, NpActor* actor);
void releasePvdInstance(const NpDeformableAttachment* attachment);
void createPvdInstance(const NpDeformableElementFilter* elementFilter);
void updatePvdProperties(const NpDeformableElementFilter* elementFilter);
void attachAggregateActor(const NpDeformableElementFilter* elementFilter, NpActor* actor);
void detachAggregateActor(const NpDeformableElementFilter* elementFilter, NpActor* actor);
void releasePvdInstance(const NpDeformableElementFilter* elementFilter);
#endif
void originShift(PxVec3 shift);
void updateJoints();
void updateContacts();
void updateSceneQueries();
// PvdVisualizer
virtual void visualize(PxArticulationLink& link) PX_OVERRIDE;
void visualize(const PxRenderBuffer& debugRenderable);
private:
void sendEntireScene();
void updateConstraint(const Sc::ConstraintCore& scConstraint, PxU32 updateType);
PxPvdSceneFlags mFlags;
PsPvd* mPvd;
NpScene& mScene;
PvdDataStream* mPvdDataStream;
PvdMetaDataBinding mMetaDataBinding;
PvdUserRenderer* mUserRender;
RendererEventClient* mRenderClient;
bool mIsConnected;
};
} // pvd
} // physx
#endif // PX_SUPPORT_PVD
#endif // NP_SCENE_PVD_CLIENT_H