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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/module/basicfs/src/AttractorFSActorImpl.cpp
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physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/module/basicfs/src/AttractorFSActorImpl.cpp')
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+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, related documentation
+ * and any modifications thereto. Any use, reproduction, disclosure or
+ * distribution of this software and related documentation without an express
+ * license agreement from NVIDIA CORPORATION is strictly prohibited.
+ */
+
+
+#include "ApexDefs.h"
+#include "RenderMeshActorDesc.h"
+#include "RenderMeshActor.h"
+#include "RenderMeshAsset.h"
+
+#include "Apex.h"
+
+#include "AttractorFSActorImpl.h"
+#include "AttractorFSAsset.h"
+#include "BasicFSScene.h"
+#include "ApexSDKIntl.h"
+#include "SceneIntl.h"
+#include "RenderDebugInterface.h"
+
+#include <PxScene.h>
+
+#include <FieldSamplerManagerIntl.h>
+#include "ApexResourceHelper.h"
+#include "ReadCheck.h"
+#include "WriteCheck.h"
+
+#include "PsMathUtils.h"
+
+namespace nvidia
+{
+namespace basicfs
+{
+
+#define NUM_DEBUG_POINTS 512
+
+AttractorFSActorImpl::AttractorFSActorImpl(const AttractorFSActorParams& params, AttractorFSAsset& asset, ResourceList& list, BasicFSScene& scene)
+ : BasicFSActor(scene)
+ , mAsset(&asset)
+{
+ WRITE_ZONE();
+ mFieldWeight = asset.mParams->fieldWeight;
+
+ mPose = params.initialPose;
+ mScale = params.initialScale;
+ mRadius = mAsset->mParams->radius;
+ mConstFieldStrength = mAsset->mParams->constFieldStrength;
+ mVariableFieldStrength = mAsset->mParams->variableFieldStrength;
+
+ list.add(*this); // Add self to asset's list of actors
+ addSelfToContext(*scene.getApexScene().getApexContext()); // Add self to ApexScene
+ addSelfToContext(scene); // Add self to BasicFSScene's list of actors
+
+ FieldSamplerManagerIntl* fieldSamplerManager = mScene->getInternalFieldSamplerManager();
+ if (fieldSamplerManager != 0)
+ {
+ FieldSamplerDescIntl fieldSamplerDesc;
+ if (asset.mParams->fieldDragCoeff > 0)
+ {
+ fieldSamplerDesc.type = FieldSamplerTypeIntl::VELOCITY_DRAG;
+ fieldSamplerDesc.dragCoeff = asset.mParams->fieldDragCoeff;
+ }
+ else
+ {
+ fieldSamplerDesc.type = FieldSamplerTypeIntl::VELOCITY_DIRECT;
+ }
+ fieldSamplerDesc.gridSupportType = FieldSamplerGridSupportTypeIntl::NONE;
+ fieldSamplerDesc.samplerFilterData = ApexResourceHelper::resolveCollisionGroup128(params.fieldSamplerFilterDataName ? params.fieldSamplerFilterDataName : mAsset->mParams->fieldSamplerFilterDataName);
+ fieldSamplerDesc.boundaryFilterData = ApexResourceHelper::resolveCollisionGroup128(params.fieldBoundaryFilterDataName ? params.fieldBoundaryFilterDataName : mAsset->mParams->fieldBoundaryFilterDataName);
+ fieldSamplerDesc.boundaryFadePercentage = mAsset->mParams->boundaryFadePercentage;
+
+ fieldSamplerManager->registerFieldSampler(this, fieldSamplerDesc, mScene);
+ mFieldSamplerChanged = true;
+ }
+}
+
+AttractorFSActorImpl::~AttractorFSActorImpl()
+{
+}
+
+/* Must be defined inside CPP file, since they require knowledge of asset class */
+Asset* AttractorFSActorImpl::getOwner() const
+{
+ READ_ZONE();
+ return static_cast<Asset*>(mAsset);
+}
+
+BasicFSAsset* AttractorFSActorImpl::getAttractorFSAsset() const
+{
+ READ_ZONE();
+ return mAsset;
+}
+
+void AttractorFSActorImpl::release()
+{
+ if (mInRelease)
+ {
+ return;
+ }
+ destroy();
+}
+
+void AttractorFSActorImpl::destroy()
+{
+ {
+ WRITE_ZONE();
+ ApexActor::destroy();
+
+ setPhysXScene(NULL);
+
+ FieldSamplerManagerIntl* fieldSamplerManager = mScene->getInternalFieldSamplerManager();
+ if (fieldSamplerManager != 0)
+ {
+ fieldSamplerManager->unregisterFieldSampler(this);
+ }
+ }
+ delete this;
+}
+
+void AttractorFSActorImpl::getLodRange(float& min, float& max, bool& intOnly) const
+{
+ READ_ZONE();
+ PX_UNUSED(min);
+ PX_UNUSED(max);
+ PX_UNUSED(intOnly);
+ APEX_INVALID_OPERATION("not implemented");
+}
+
+float AttractorFSActorImpl::getActiveLod() const
+{
+ READ_ZONE();
+ APEX_INVALID_OPERATION("NxExampleActor does not support this operation");
+ return -1.0f;
+}
+
+void AttractorFSActorImpl::forceLod(float lod)
+{
+ WRITE_ZONE();
+ PX_UNUSED(lod);
+ APEX_INVALID_OPERATION("not implemented");
+}
+
+// Called by game render thread
+void AttractorFSActorImpl::updateRenderResources(bool rewriteBuffers, void* userRenderData)
+{
+ WRITE_ZONE();
+ PX_UNUSED(rewriteBuffers);
+ PX_UNUSED(userRenderData);
+}
+
+// Called by game render thread
+void AttractorFSActorImpl::dispatchRenderResources(UserRenderer& renderer)
+{
+ READ_ZONE();
+ PX_UNUSED(renderer);
+}
+
+bool AttractorFSActorImpl::updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled)
+{
+ WRITE_ZONE();
+ isEnabled = mFieldSamplerEnabled;
+ if (mFieldSamplerChanged)
+ {
+ mExecuteParams.origin = mPose.p;
+ mExecuteParams.radius = mRadius * mScale;
+ mExecuteParams.constFieldStrength = mConstFieldStrength * mScale;
+ mExecuteParams.variableFieldStrength = mVariableFieldStrength * mScale;
+
+ shapeDesc.type = FieldShapeTypeIntl::SPHERE;
+ shapeDesc.worldToShape.q = PxIdentity;
+ shapeDesc.worldToShape.p = -mExecuteParams.origin;
+ shapeDesc.dimensions = PxVec3(mExecuteParams.radius, 0, 0);
+ shapeDesc.weight = mFieldWeight;
+
+ mFieldSamplerChanged = false;
+ return true;
+ }
+ return false;
+}
+
+void AttractorFSActorImpl::simulate(float dt)
+{
+ WRITE_ZONE();
+ PX_UNUSED(dt);
+}
+
+void AttractorFSActorImpl::setConstFieldStrength(float strength)
+{
+ WRITE_ZONE();
+ mConstFieldStrength = strength;
+ mFieldSamplerChanged = true;
+}
+
+void AttractorFSActorImpl::setVariableFieldStrength(float strength)
+{
+ WRITE_ZONE();
+ mVariableFieldStrength = strength;
+ mFieldSamplerChanged = true;
+}
+
+void AttractorFSActorImpl::visualize()
+{
+ WRITE_ZONE();
+#ifndef WITHOUT_DEBUG_VISUALIZE
+ if ( !mEnableDebugVisualization ) return;
+ RenderDebugInterface* debugRender = mScene->mDebugRender;
+ BasicFSDebugRenderParams* debugRenderParams = mScene->mBasicFSDebugRenderParams;
+ const physx::PxMat44& savedPose = *RENDER_DEBUG_IFACE(debugRender)->getPoseTyped();
+ RENDER_DEBUG_IFACE(debugRender)->setIdentityPose();
+
+ if (!debugRenderParams->VISUALIZE_ATTRACTOR_FS_ACTOR)
+ {
+ return;
+ }
+
+ if (debugRenderParams->VISUALIZE_ATTRACTOR_FS_ACTOR_NAME)
+ {
+ char buf[128];
+ buf[sizeof(buf) - 1] = 0;
+ APEX_SPRINTF_S(buf, sizeof(buf) - 1, " %s %s", mAsset->getObjTypeName(), mAsset->getName());
+
+ PxVec3 textLocation = mPose.p;
+
+ RENDER_DEBUG_IFACE(debugRender)->setCurrentTextScale(4.0f);
+ RENDER_DEBUG_IFACE(debugRender)->setCurrentColor(RENDER_DEBUG_IFACE(debugRender)->getDebugColor(RENDER_DEBUG::DebugColors::Blue));
+ RENDER_DEBUG_IFACE(debugRender)->debugText(textLocation, buf);
+ }
+
+ if (debugRenderParams->VISUALIZE_ATTRACTOR_FS_SHAPE)
+ {
+ RENDER_DEBUG_IFACE(debugRender)->setCurrentColor(RENDER_DEBUG_IFACE(debugRender)->getDebugColor(RENDER_DEBUG::DebugColors::Blue));
+// RENDER_DEBUG_IFACE(debugRender)->debugOrientedSphere(mExecuteParams.radius, 2, mDirToWorld);
+ RENDER_DEBUG_IFACE(debugRender)->debugSphere(mExecuteParams.origin, mExecuteParams.radius);
+ }
+
+ if (debugRenderParams->VISUALIZE_ATTRACTOR_FS_POSE)
+ {
+ RENDER_DEBUG_IFACE(debugRender)->debugAxes(PxMat44(mPose), 1);
+ }
+
+ if (debugRenderParams->VISUALIZE_ATTRACTOR_FS_FIELD)
+ {
+ if (mDebugPoints.empty())
+ {
+ mDebugPoints.resize(NUM_DEBUG_POINTS);
+ for (uint32_t i = 0; i < NUM_DEBUG_POINTS; ++i)
+ {
+ float rx, ry, rz;
+ do
+ {
+ rx = physx::shdfnd::rand(-1.0f, +1.0f);
+ ry = physx::shdfnd::rand(-1.0f, +1.0f);
+ rz = physx::shdfnd::rand(-1.0f, +1.0f);
+ }
+ while (rx * rx + ry * ry + rz * rz > 1.0f);
+
+ PxVec3& vec = mDebugPoints[i];
+
+ vec.x = rx;
+ vec.y = ry;
+ vec.z = rz;
+ }
+ }
+
+ uint32_t c1 = RENDER_DEBUG_IFACE(mScene->mDebugRender)->getDebugColor(RENDER_DEBUG::DebugColors::Blue);
+ uint32_t c2 = RENDER_DEBUG_IFACE(mScene->mDebugRender)->getDebugColor(RENDER_DEBUG::DebugColors::Red);
+
+ for (uint32_t i = 0; i < NUM_DEBUG_POINTS; ++i)
+ {
+ PxVec3 pos = mExecuteParams.origin + (mDebugPoints[i] * mExecuteParams.radius);
+ PxVec3 fieldVec = executeAttractorFS(mExecuteParams, pos/*, totalElapsedMS*/);
+ RENDER_DEBUG_IFACE(debugRender)->debugGradientLine(pos, pos + fieldVec, c1, c2);
+ }
+ }
+ RENDER_DEBUG_IFACE(debugRender)->setPose(savedPose);
+#endif
+}
+
+/******************************** CPU Version ********************************/
+
+AttractorFSActorCPU::AttractorFSActorCPU(const AttractorFSActorParams& params, AttractorFSAsset& asset, ResourceList& list, BasicFSScene& scene)
+ : AttractorFSActorImpl(params, asset, list, scene)
+{
+}
+
+AttractorFSActorCPU::~AttractorFSActorCPU()
+{
+}
+
+void AttractorFSActorCPU::executeFieldSampler(const ExecuteData& data)
+{
+ WRITE_ZONE();
+ for (uint32_t iter = 0; iter < data.count; ++iter)
+ {
+ uint32_t i = data.indices[iter & data.indicesMask] + (iter & ~data.indicesMask);
+ PxVec3* pos = (PxVec3*)((uint8_t*)data.position + i * data.positionStride);
+ data.resultField[iter] = executeAttractorFS(mExecuteParams, *pos/*, totalElapsedMS*/);
+ }
+}
+
+/******************************** GPU Version ********************************/
+
+#if APEX_CUDA_SUPPORT
+
+
+AttractorFSActorGPU::AttractorFSActorGPU(const AttractorFSActorParams& params, AttractorFSAsset& asset, ResourceList& list, BasicFSScene& scene)
+ : AttractorFSActorCPU(params, asset, list, scene)
+ , mConstMemGroup(CUDA_OBJ(fieldSamplerStorage))
+{
+}
+
+AttractorFSActorGPU::~AttractorFSActorGPU()
+{
+}
+
+bool AttractorFSActorGPU::updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled)
+{
+ WRITE_ZONE();
+ if (AttractorFSActorImpl::updateFieldSampler(shapeDesc, isEnabled))
+ {
+ APEX_CUDA_CONST_MEM_GROUP_SCOPE(mConstMemGroup);
+
+ if (mParamsHandle.isNull())
+ {
+ mParamsHandle.alloc(_storage_);
+ }
+ mParamsHandle.update(_storage_, mExecuteParams);
+ return true;
+ }
+ return false;
+}
+
+
+#endif
+
+}
+} // end namespace nvidia::apex
+