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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 __PARTICLE_IOS_ACTOR_CPU_H__
+#define __PARTICLE_IOS_ACTOR_CPU_H__
+
+#include "Apex.h"
+
+#include "ParticleIosActorImpl.h"
+#include "ParticleIosAssetImpl.h"
+#include "InstancedObjectSimulationIntl.h"
+#include "ParticleIosScene.h"
+#include "ApexActor.h"
+#include "ApexContext.h"
+#include "ApexFIFO.h"
+
+#include "PxTask.h"
+
+namespace nvidia
+{
+
+namespace iofx
+{
+class RenderVolume;
+class IofxAsset;
+}
+
+namespace pxparticleios
+{
+
+class ParticleIosActorCPU : public ParticleIosActorImpl
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ ParticleIosActorCPU(ResourceList&, ParticleIosAssetImpl&, ParticleIosScene&, IofxAsset&);
+ ~ParticleIosActorCPU();
+
+ virtual PxTaskID submitTasks(PxTaskManager* tm);
+ virtual void setTaskDependencies(PxTaskID taskStartAfterID, PxTaskID taskFinishBeforeID);
+
+private:
+ /* Internal utility functions */
+ void simulateParticles();
+
+ static const uint32_t HISTOGRAM_BIN_COUNT = 1024;
+ uint32_t computeHistogram(uint32_t dataCount, float dataMin, float dataMax, uint32_t& bound);
+
+ /* particle data (output to the IOFX actors, and some state) */
+
+ struct NewParticleData
+ {
+ uint32_t destIndex;
+ PxVec3 position;
+ PxVec3 velocity;
+ };
+ physx::Array<uint32_t> mNewIndices;
+ physx::Array<uint32_t> mRemovedParticleList;
+ physx::Array<NewParticleData> mAddedParticleList;
+ physx::PxParticleExt::IndexPool* mIndexPool;
+
+ /* Field sampler update velocity */
+ physx::Array<uint32_t> mUpdateIndexBuffer;
+ physx::Array<PxVec3> mUpdateVelocityBuffer;
+
+ class SimulateTask : public PxTask
+ {
+ public:
+ SimulateTask(ParticleIosActorCPU& actor) : mActor(actor) {}
+
+ const char* getName() const
+ {
+ return "ParticleIosActorCPU::SimulateTask";
+ }
+ void run()
+ {
+ mActor.simulateParticles();
+ }
+
+ protected:
+ ParticleIosActorCPU& mActor;
+
+ private:
+ SimulateTask& operator=(const SimulateTask&);
+ };
+ SimulateTask mSimulateTask;
+
+ nvidia::apex::ApexCpuInplaceStorage mSimulationStorage;
+
+ friend class ParticleIosAssetImpl;
+};
+
+}
+} // namespace nvidia
+
+#endif // __PARTICLE_IOS_ACTOR_CPU_H__