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diff --git a/APEX_1.4/module/basicfs/src/WindFSActorImpl.cpp b/APEX_1.4/module/basicfs/src/WindFSActorImpl.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 "WindFSActorImpl.h"
+#include "WindFSAsset.h"
+#include "BasicFSScene.h"
+#include "ApexSDKIntl.h"
+#include "SceneIntl.h"
+#include "RenderDebugInterface.h"
+
+#include <PxScene.h>
+
+#include <FieldSamplerManagerIntl.h>
+#include "ApexResourceHelper.h"
+
+#include "PsMathUtils.h"
+
+namespace nvidia
+{
+namespace basicfs
+{
+
+WindFSActorImpl::WindFSActorImpl(const WindFSActorParams& params, WindFSAsset& asset, ResourceList& list, BasicFSScene& scene)
+ : BasicFSActor(scene)
+ , mAsset(&asset)
+ , mFieldDirectionVO1(NULL)
+ , mFieldDirectionVO2(NULL)
+ , mFieldStrengthVO(NULL)
+{
+ mFieldWeight = asset.mParams->fieldWeight;
+
+ mPose = params.initialPose;
+ mScale = params.initialScale;
+ setFieldDirection(mAsset->mParams->fieldDirection);
+ setFieldStrength(mAsset->mParams->fieldStrength);
+
+ mExecuteParams.fieldValue = getFieldDirection() * (getFieldStrength() * mScale);
+
+ mStrengthVar = 0.0f;
+ mLocalDirVar = PxVec3(1, 0, 0);
+
+ if (mAsset->mParams->fieldStrengthDeviationPercentage > 0 && mAsset->mParams->fieldStrengthOscillationPeriod > 0)
+ {
+ mFieldStrengthVO = PX_NEW(variableOscillator)(-mAsset->mParams->fieldStrengthDeviationPercentage,
+ +mAsset->mParams->fieldStrengthDeviationPercentage,
+ 0.0f,
+ mAsset->mParams->fieldStrengthOscillationPeriod);
+ }
+
+ float diviationAngle = physx::shdfnd::degToRad(mAsset->mParams->fieldDirectionDeviationAngle);
+ if (diviationAngle > 0 && mAsset->mParams->fieldDirectionOscillationPeriod > 0)
+ {
+ mFieldDirectionVO1 = PX_NEW(variableOscillator)(-diviationAngle,
+ +diviationAngle,
+ 0,
+ mAsset->mParams->fieldDirectionOscillationPeriod);
+
+ mFieldDirectionVO2 = PX_NEW(variableOscillator)(-PxTwoPi,
+ +PxTwoPi,
+ 0,
+ mAsset->mParams->fieldDirectionOscillationPeriod);
+ }
+
+ 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::SINGLE_VELOCITY;
+ fieldSamplerDesc.samplerFilterData = ApexResourceHelper::resolveCollisionGroup128(params.fieldSamplerFilterDataName ? params.fieldSamplerFilterDataName : mAsset->mParams->fieldSamplerFilterDataName);
+ fieldSamplerDesc.boundaryFilterData = ApexResourceHelper::resolveCollisionGroup128(params.fieldBoundaryFilterDataName ? params.fieldBoundaryFilterDataName : mAsset->mParams->fieldBoundaryFilterDataName);
+ fieldSamplerDesc.boundaryFadePercentage = 0;
+
+ fieldSamplerManager->registerFieldSampler(this, fieldSamplerDesc, mScene);
+ mFieldSamplerChanged = true;
+ }
+}
+
+WindFSActorImpl::~WindFSActorImpl()
+{
+}
+
+/* Must be defined inside CPP file, since they require knowledge of asset class */
+Asset* WindFSActorImpl::getOwner() const
+{
+ return static_cast<Asset*>(mAsset);
+}
+
+BasicFSAsset* WindFSActorImpl::getWindFSAsset() const
+{
+ READ_ZONE();
+ return mAsset;
+}
+
+void WindFSActorImpl::release()
+{
+ if (mInRelease)
+ {
+ return;
+ }
+ destroy();
+}
+
+void WindFSActorImpl::destroy()
+{
+ {
+ WRITE_ZONE();
+ ApexActor::destroy();
+
+ setPhysXScene(NULL);
+
+ FieldSamplerManagerIntl* fieldSamplerManager = mScene->getInternalFieldSamplerManager();
+ if (fieldSamplerManager != 0)
+ {
+ fieldSamplerManager->unregisterFieldSampler(this);
+ }
+
+ if (mFieldStrengthVO)
+ {
+ PX_DELETE_AND_RESET(mFieldStrengthVO);
+ }
+ if (mFieldDirectionVO1)
+ {
+ PX_DELETE_AND_RESET(mFieldDirectionVO1);
+ }
+ if (mFieldDirectionVO2)
+ {
+ PX_DELETE_AND_RESET(mFieldDirectionVO2);
+ }
+ }
+ delete this;
+}
+
+void WindFSActorImpl::getLodRange(float& min, float& max, bool& intOnly) const
+{
+ PX_UNUSED(min);
+ PX_UNUSED(max);
+ PX_UNUSED(intOnly);
+ APEX_INVALID_OPERATION("not implemented");
+}
+
+float WindFSActorImpl::getActiveLod() const
+{
+ APEX_INVALID_OPERATION("NxExampleActor does not support this operation");
+ return -1.0f;
+}
+
+void WindFSActorImpl::forceLod(float lod)
+{
+ PX_UNUSED(lod);
+ APEX_INVALID_OPERATION("not implemented");
+}
+
+// Called by game render thread
+void WindFSActorImpl::updateRenderResources(bool rewriteBuffers, void* userRenderData)
+{
+ PX_UNUSED(rewriteBuffers);
+ PX_UNUSED(userRenderData);
+}
+
+// Called by game render thread
+void WindFSActorImpl::dispatchRenderResources(UserRenderer& renderer)
+{
+ PX_UNUSED(renderer);
+}
+
+bool WindFSActorImpl::updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled)
+{
+ PX_UNUSED(shapeDesc);
+
+ isEnabled = mFieldSamplerEnabled;
+ if (mFieldSamplerChanged)
+ {
+ PxVec3 instDirection = mFieldDirBasis.transform(mLocalDirVar);
+ float instStrength = mScale * mFieldStrength * (1.0f + mStrengthVar);
+
+ mExecuteParams.fieldValue = instDirection * instStrength;
+
+ shapeDesc.type = FieldShapeTypeIntl::NONE;
+ shapeDesc.worldToShape = PxTransform(PxIdentity);
+ shapeDesc.dimensions = PxVec3(0.0f);
+ shapeDesc.weight = mFieldWeight;
+
+ mFieldSamplerChanged = false;
+ return true;
+ }
+ return false;
+}
+
+void WindFSActorImpl::simulate(float dt)
+{
+ if (mFieldStrengthVO != NULL)
+ {
+ mStrengthVar = mFieldStrengthVO->updateVariableOscillator(dt);
+
+ mFieldSamplerChanged = true;
+ }
+ if (mFieldDirectionVO1 != NULL && mFieldDirectionVO2 != NULL)
+ {
+ float theta = mFieldDirectionVO1->updateVariableOscillator(dt);
+ float phi = mFieldDirectionVO2->updateVariableOscillator(dt);
+
+ mLocalDirVar.x = PxCos(theta);
+ mLocalDirVar.y = PxSin(theta) * PxCos(phi);
+ mLocalDirVar.z = PxSin(theta) * PxSin(phi);
+
+ mFieldSamplerChanged = true;
+ }
+}
+
+void WindFSActorImpl::setFieldStrength(float strength)
+{
+ WRITE_ZONE();
+ mFieldStrength = strength;
+ mFieldSamplerChanged = true;
+}
+
+void WindFSActorImpl::setFieldDirection(const PxVec3& direction)
+{
+ WRITE_ZONE();
+ mFieldDirBasis.column0 = direction.getNormalized();
+ BuildPlaneBasis(mFieldDirBasis.column0, mFieldDirBasis.column1, mFieldDirBasis.column2);
+
+ mFieldSamplerChanged = true;
+}
+
+void WindFSActorImpl::visualize()
+{
+#ifndef WITHOUT_DEBUG_VISUALIZE
+ if ( !mEnableDebugVisualization ) return;
+ RenderDebugInterface* debugRender = mScene->mDebugRender;
+ BasicFSDebugRenderParams* debugRenderParams = mScene->mBasicFSDebugRenderParams;
+
+ if (!debugRenderParams->VISUALIZE_WIND_FS_ACTOR)
+ {
+ return;
+ }
+
+ const physx::PxMat44& savedPose = *RENDER_DEBUG_IFACE(debugRender)->getPoseTyped();
+ RENDER_DEBUG_IFACE(debugRender)->setIdentityPose();
+ if (debugRenderParams->VISUALIZE_WIND_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);
+ }
+ RENDER_DEBUG_IFACE(debugRender)->setPose(savedPose);
+#endif
+}
+
+/******************************** CPU Version ********************************/
+
+WindFSActorCPU::WindFSActorCPU(const WindFSActorParams& params, WindFSAsset& asset, ResourceList& list, BasicFSScene& scene)
+ : WindFSActorImpl(params, asset, list, scene)
+{
+}
+
+WindFSActorCPU::~WindFSActorCPU()
+{
+}
+
+void WindFSActorCPU::executeFieldSampler(const ExecuteData& data)
+{
+ 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] = executeWindFS(mExecuteParams, *pos);
+ }
+}
+
+/******************************** GPU Version ********************************/
+
+#if APEX_CUDA_SUPPORT
+
+
+WindFSActorGPU::WindFSActorGPU(const WindFSActorParams& params, WindFSAsset& asset, ResourceList& list, BasicFSScene& scene)
+ : WindFSActorCPU(params, asset, list, scene)
+ , mConstMemGroup(CUDA_OBJ(fieldSamplerStorage))
+{
+}
+
+WindFSActorGPU::~WindFSActorGPU()
+{
+}
+
+bool WindFSActorGPU::updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled)
+{
+ if (WindFSActorImpl::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
+