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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 __BASIC_IOS_ACTOR_IMPL_H__
+#define __BASIC_IOS_ACTOR_IMPL_H__
+
+#include "Apex.h"
+
+#include "BasicIosActor.h"
+#include "IofxActor.h"
+#include "BasicIosAssetImpl.h"
+#include "InstancedObjectSimulationIntl.h"
+#include "BasicIosScene.h"
+#include "ApexActor.h"
+#include "ApexContext.h"
+#include "ApexFIFO.h"
+#include "BasicIosCommon.h"
+#include "BasicIosCommonSrc.h"
+#include "InplaceStorage.h"
+#include "ApexMirroredArray.h"
+#include "ApexRand.h"
+
+#include <PxFiltering.h>
+
+#define MAX_CONVEX_PLANES_COUNT 4096
+#define MAX_CONVEX_VERTS_COUNT 4096
+#define MAX_CONVEX_POLYGONS_DATA_SIZE 16384
+
+#define MAX_TRIMESH_VERTS_COUNT 4096
+#define MAX_TRIMESH_INDICES_COUNT 16384
+
+namespace nvidia
+{
+namespace apex
+{
+ class FieldSamplerQueryIntl;
+ class FieldSamplerCallbackIntl;
+}
+namespace iofx
+{
+ class RenderVolume;
+}
+
+namespace basicios
+{
+
+/* Class for managing the interactions with each emitter */
+class BasicParticleInjector : public IosInjectorIntl, public ApexResourceInterface, public ApexResource
+{
+public:
+ void setPreferredRenderVolume(nvidia::apex::RenderVolume* volume);
+ float getLeastBenefitValue() const
+ {
+ return 0.0f;
+ }
+ bool isBacklogged() const
+ {
+ return false;
+ }
+
+ void createObjects(uint32_t count, const IosNewObject* createList);
+#if APEX_CUDA_SUPPORT
+ void createObjects(ApexMirroredArray<const IosNewObject>& createArray);
+#endif
+
+ void setLODWeights(float maxDistance, float distanceWeight, float speedWeight, float lifeWeight, float separationWeight, float bias);
+
+ PxTaskID getCompletionTaskID() const;
+
+ virtual void release();
+ void destroy();
+
+ // ApexResourceInterface methods
+ void setListIndex(ResourceList& list, uint32_t index);
+ uint32_t getListIndex() const
+ {
+ return m_listIndex;
+ }
+
+ virtual void setPhysXScene(PxScene*) {}
+ virtual PxScene* getPhysXScene() const
+ {
+ return NULL;
+ }
+
+ void assignSimParticlesCount(uint32_t input)
+ {
+ mSimulatedParticlesCount = input;
+ }
+
+ virtual uint32_t getSimParticlesCount() const
+ {
+ return mSimulatedParticlesCount;
+ }
+
+ virtual uint32_t getActivePaticleCount() const
+ {
+ return mSimulatedParticlesCount;
+ }
+
+ virtual void setObjectScale(float objectScale);
+
+protected:
+ BasicIosActorImpl* mIosActor;
+ IofxManagerClientIntl* mIofxClient;
+ nvidia::apex::RenderVolume* mVolume;
+ physx::Array<uint16_t> mRandomActorClassIDs;
+ uint32_t mLastRandomID;
+ uint16_t mVolumeID;
+
+ uint32_t mInjectorID;
+ uint32_t mSimulatedParticlesCount;
+
+ /* insertion buffer */
+ ApexFIFO<IosNewObject> mInjectedParticles;
+
+ QDSRand mRand;
+
+ BasicParticleInjector(ResourceList& list, BasicIosActorImpl& actor, uint32_t injectorID);
+ ~BasicParticleInjector();
+
+ void init(nvidia::apex::IofxAsset* iofxAsset);
+
+ friend class BasicIosActorImpl;
+};
+
+
+class BasicIosActorImpl : public InstancedObjectSimulationIntl,
+ public BasicIosActor,
+ public ApexResourceInterface,
+ public ApexResource,
+ public ApexRWLockable
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ BasicIosActorImpl(ResourceList& list, BasicIosAssetImpl& asset, BasicIosScene& scene, nvidia::apex::IofxAsset& iofxAsset, bool isDataOnDevice);
+ ~BasicIosActorImpl();
+
+ // ApexInterface API
+ void release();
+ void destroy();
+
+ // Actor API
+ void setPhysXScene(PxScene* s);
+ PxScene* getPhysXScene() const;
+ virtual void putInScene(PxScene* scene);
+
+ Asset* getOwner() const
+ {
+ return static_cast<Asset*>(mAsset);
+ }
+
+ // ApexContext
+ 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);
+ }
+
+ // ApexResourceInterface methods
+ void setListIndex(ResourceList& list, uint32_t index)
+ {
+ m_listIndex = index;
+ m_list = &list;
+ }
+ uint32_t getListIndex() const
+ {
+ return m_listIndex;
+ }
+
+ // IOSIntl
+ float getObjectRadius() const
+ {
+ return mAsset->getParticleRadius();
+ }
+ float getObjectDensity() const
+ {
+ return mAsset->getRestDensity();
+ }
+
+ // BasicIosActor
+ float getParticleRadius() const
+ {
+ READ_ZONE();
+ return mAsset->getParticleRadius();
+ }
+ float getRestDensity() const
+ {
+ READ_ZONE();
+ return mAsset->getRestDensity();
+ }
+ uint32_t getParticleCount() const
+ {
+ READ_ZONE();
+ return mParticleCount;
+ }
+ PX_INLINE void setOnStartFSCallback(FieldSamplerCallbackIntl* callback)
+ {
+ if (mFieldSamplerQuery)
+ {
+ mFieldSamplerQuery->setOnStartCallback(callback);
+ }
+ }
+ PX_INLINE void setOnFinishIOFXCallback(IofxManagerCallbackIntl* callback)
+ {
+ if (mIofxMgr)
+ {
+ mIofxMgr->setOnFinishCallback(callback);
+ }
+ }
+
+ const PxVec3* getRecentPositions(uint32_t& count, uint32_t& stride) const;
+
+ PxVec3 getGravity() const;
+ void setGravity(PxVec3& gravity);
+
+ void visualize();
+ virtual void submitTasks() = 0;
+ virtual void setTaskDependencies() = 0;
+ virtual void fetchResults();
+
+ IosInjectorIntl* allocateInjector(IofxAsset* iofxAsset);
+ void releaseInjector(IosInjectorIntl&);
+
+ virtual void setDensityOrigin(const PxVec3& v)
+ {
+ mDensityOrigin = v;
+ }
+
+
+protected:
+ //Member functions below have implemented in test actor
+ virtual bool checkBenefit(uint32_t totalCount) {PX_UNUSED(totalCount); return true;};
+ virtual bool checkHoles(uint32_t totalCount) {PX_UNUSED(totalCount); return true;};
+ virtual bool checkInState(uint32_t totalCount) {PX_UNUSED(totalCount); return true;};
+ virtual bool checkHistogram(uint32_t /*bound*/, uint32_t /*beg*/, uint32_t /*back*/) {return true;};
+
+ virtual void removeFromScene();
+
+ void injectNewParticles();
+
+ void initStorageGroups(InplaceStorage& storage);
+
+ void setTaskDependencies(PxTask* iosTask, bool isDataOnDevice);
+
+ void FillCollisionData(CollisionData& baseData, PxShape* shape);
+
+ BasicIosAssetImpl* mAsset;
+ BasicIosScene* mBasicIosScene;
+
+ IofxManagerIntl* mIofxMgr;
+ IosBufferDescIntl mBufDesc;
+
+ ResourceList mInjectorList;
+
+ PxVec3 mGravityVec;
+ PxVec3 mUp;
+ float mGravity;
+ float mTotalElapsedTime; //AM: People, methinks this will backfire eventually due to floating point precision loss!
+
+ uint32_t mMaxParticleCount;
+ uint32_t mMaxTotalParticleCount;
+
+ uint32_t mParticleCount;
+ uint32_t mParticleBudget;
+
+ uint32_t mInjectedCount;
+ float mInjectedBenefitSum;
+ float mInjectedBenefitMin;
+ float mInjectedBenefitMax;
+
+ uint32_t mLastActiveCount;
+ float mLastBenefitSum;
+ float mLastBenefitMin;
+ float mLastBenefitMax;
+
+ ApexMirroredArray<float> mLifeSpan;
+ ApexMirroredArray<float> mLifeTime;
+ ApexMirroredArray<uint32_t> mInjector;
+ ApexMirroredArray<float> mBenefit;
+
+ ApexMirroredArray<PxPlane> mConvexPlanes;
+ ApexMirroredArray<PxVec4> mConvexVerts;
+ ApexMirroredArray<uint32_t> mConvexPolygonsData;
+
+ ApexMirroredArray<PxVec4> mTrimeshVerts;
+ ApexMirroredArray<uint32_t> mTrimeshIndices;
+
+ ApexMirroredArray<uint32_t> mInjectorsCounters;
+
+ ApexMirroredArray<float> mGridDensityGrid;
+ ApexMirroredArray<float> mGridDensityGridLowPass;
+
+ GridDensityParams mGridDensityParams;
+ // Particle Density Origin
+ PxVec3 mDensityOrigin;
+ PxMat44 mDensityDebugMatInv;
+
+ // If true we are
+ bool mTrackGravityChanges;
+
+ // Only for use by the IOS Asset, the actor is unaware of this
+ bool mIsMesh;
+
+ FieldSamplerQueryIntl* mFieldSamplerQuery;
+ ApexMirroredArray<PxVec4> mField;
+
+ PxFilterData mCollisionFilterData;
+ Array<physx::PxOverlapHit> mOverlapHits;
+
+ InplaceStorageGroup mSimulationStorageGroup;
+ InplaceHandle<SimulationParams> mSimulationParamsHandle;
+
+ PxTask* mInjectTask;
+
+ FieldSamplerCallbackIntl* mOnStartCallback;
+ IofxManagerCallbackIntl* mOnFinishCallback;
+
+ friend class BasicIosInjectTask;
+
+ friend class BasicIosAssetImpl;
+ friend class BasicParticleInjector;
+};
+
+}
+} // namespace nvidia
+
+#endif // __BASIC_IOS_ACTOR_IMPL_H__