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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.
+ */
+
+
+#ifndef __VORTEX_FS_ACTOR_IMPL_H__
+#define __VORTEX_FS_ACTOR_IMPL_H__
+
+#include "BasicFSActor.h"
+#include "VortexFSActor.h"
+
+#include "VortexFSCommon.h"
+
+#include "ReadCheck.h"
+#include "WriteCheck.h"
+
+namespace nvidia
+{
+namespace apex
+{
+class RenderMeshActor;
+}
+namespace basicfs
+{
+
+class VortexFSAsset;
+class BasicFSScene;
+class VortexFSActorParams;
+
+class VortexFSActorImpl : public BasicFSActor, public VortexFSActor, public ApexRWLockable
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ /* VortexFSActor methods */
+ VortexFSActorImpl(const VortexFSActorParams&, VortexFSAsset&, ResourceList&, BasicFSScene&);
+ ~VortexFSActorImpl();
+
+ BasicFSAsset* getVortexFSAsset() const;
+
+ PxMat44 getCurrentPose() const
+ {
+ READ_ZONE();
+ return PxMat44(mPose);
+ }
+
+ void setCurrentPose(const PxTransform& pose)
+ {
+ WRITE_ZONE();
+ mPose = pose;
+ mFieldSamplerChanged = true;
+ }
+
+ PxVec3 getCurrentPosition() const
+ {
+ READ_ZONE();
+ return mPose.p;
+ }
+ void setCurrentPosition(const PxVec3& pos)
+ {
+ WRITE_ZONE();
+ mPose.p = pos;
+ mFieldSamplerChanged = true;
+ }
+ void setAxis(const PxVec3& axis)
+ {
+ WRITE_ZONE();
+ mAxis = axis;
+ mFieldSamplerChanged = true;
+ }
+ void setHeight(float height)
+ {
+ WRITE_ZONE();
+ mHeight = height;
+ mFieldSamplerChanged = true;
+ mDebugShapeChanged = true;
+ }
+ void setBottomRadius(float radius)
+ {
+ mBottomRadius = radius;
+ mFieldSamplerChanged = true;
+ mDebugShapeChanged = true;
+ }
+ void setTopRadius(float radius)
+ {
+ WRITE_ZONE();
+ mTopRadius = radius;
+ mFieldSamplerChanged = true;
+ mDebugShapeChanged = true;
+ }
+
+ void setBottomSphericalForce(bool isEnabled)
+ {
+ WRITE_ZONE();
+ mBottomSphericalForce = isEnabled;
+ mFieldSamplerChanged = true;
+ }
+ void setTopSphericalForce(bool isEnabled)
+ {
+ WRITE_ZONE();
+ mTopSphericalForce = isEnabled;
+ mFieldSamplerChanged = true;
+ }
+
+ void setRotationalStrength(float strength);
+ void setRadialStrength(float strength);
+ void setLiftStrength(float strength);
+
+ void setEnabled(bool isEnabled)
+ {
+ WRITE_ZONE();
+ mFieldSamplerEnabled = isEnabled;
+ }
+
+ /* Renderable, RenderDataProvider */
+ void updateRenderResources(bool rewriteBuffers, void* userRenderData);
+ void dispatchRenderResources(UserRenderer& renderer);
+
+ PxBounds3 getBounds() const
+ {
+ return ApexRenderable::getBounds();
+ }
+
+ void lockRenderResources()
+ {
+ ApexRenderable::renderDataLock();
+ }
+ void unlockRenderResources()
+ {
+ ApexRenderable::renderDataUnLock();
+ }
+
+ void getLodRange(float& min, float& max, bool& intOnly) const;
+ float getActiveLod() const;
+ void forceLod(float lod);
+ /**
+ \brief Selectively enables/disables debug visualization of a specific APEX actor. Default value it true.
+ */
+ virtual void setEnableDebugVisualization(bool state)
+ {
+ ApexActor::setEnableDebugVisualization(state);
+ }
+
+ Renderable* getRenderable()
+ {
+ return this;
+ }
+ Actor* getActor()
+ {
+ return this;
+ }
+
+ /* Resource, ApexResource */
+ void release();
+
+ /* Actor, ApexActor */
+ void destroy();
+ Asset* getOwner() const;
+
+ virtual void simulate(float dt);
+
+ virtual void visualize();
+
+ /* FieldSamplerIntl */
+ virtual bool updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled);
+
+ ///Sets the uniform overall object scale
+ virtual void setCurrentScale(float scale)
+ {
+ WRITE_ZONE();
+ mScale = scale;
+ mFieldSamplerChanged = true;
+ }
+
+ //Retrieves the uniform overall object scale
+ virtual float getCurrentScale(void) const
+ {
+ READ_ZONE();
+ return mScale;
+ }
+
+protected:
+ VortexFSAsset* mAsset;
+
+ bool mBottomSphericalForce;
+ bool mTopSphericalForce;
+
+ PxVec3 mAxis;
+ float mHeight;
+ float mBottomRadius;
+ float mTopRadius;
+
+ float mRotationalStrength;
+ float mRadialStrength;
+ float mLiftStrength;
+
+ VortexFSParams mExecuteParams;
+
+ PxTransform mDirToWorld;
+
+ bool mDebugShapeChanged;
+ nvidia::Array<PxVec3> mDebugPoints;
+
+ friend class BasicFSScene;
+};
+
+class VortexFSActorCPU : public VortexFSActorImpl
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ VortexFSActorCPU(const VortexFSActorParams&, VortexFSAsset&, ResourceList&, BasicFSScene&);
+ ~VortexFSActorCPU();
+
+ /* FieldSamplerIntl */
+ virtual void executeFieldSampler(const ExecuteData& data);
+
+private:
+};
+
+#if APEX_CUDA_SUPPORT
+
+class VortexFSActorGPU : public VortexFSActorCPU
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ VortexFSActorGPU(const VortexFSActorParams&, VortexFSAsset&, ResourceList&, BasicFSScene&);
+ ~VortexFSActorGPU();
+
+ /* FieldSamplerIntl */
+ virtual bool updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled);
+
+ virtual void getFieldSamplerCudaExecuteInfo(CudaExecuteInfo& info) const
+ {
+ info.executeType = 4;
+ info.executeParamsHandle = mParamsHandle;
+ }
+
+private:
+ ApexCudaConstMemGroup mConstMemGroup;
+ InplaceHandle<VortexFSParams> mParamsHandle;
+
+};
+
+#endif
+
+}
+} // end namespace nvidia
+
+#endif