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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_IMPL_H__
+#define __PARTICLE_IOS_ACTOR_IMPL_H__
+
+#include "Apex.h"
+
+#include "ParticleIosActor.h"
+#include "iofx/IofxActor.h"
+#include "ParticleIosAssetImpl.h"
+#include "InstancedObjectSimulationIntl.h"
+#include "ParticleIosScene.h"
+#include "ApexActor.h"
+#include "ApexContext.h"
+#include "ApexFIFO.h"
+#include "ParticleIosCommonCode.h"
+#include "InplaceStorage.h"
+#include "ApexMirroredArray.h"
+#include "PxParticleExt.h"
+#include "ApexRWLockable.h"
+
+namespace nvidia
+{
+namespace apex
+{
+class FieldSamplerQueryIntl;
+class FieldSamplerCallbackIntl;
+}
+namespace pxparticleios
+{
+
+/* Class for managing the interactions with each emitter */
+class ParticleParticleInjector : public IosInjectorIntl, public ApexResourceInterface, public ApexResource, public ApexRWLockable
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ void setPreferredRenderVolume(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;
+
+ 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;
+
+ virtual void setObjectScale(float objectScale);
+
+protected:
+ ParticleIosActorImpl* mIosActor;
+ IofxManagerClientIntl* mIofxClient;
+ RenderVolume* mVolume;
+ physx::Array<uint16_t> mRandomActorClassIDs;
+ uint32_t mLastRandomID;
+ uint16_t mVolumeID;
+
+ uint32_t mInjectorID;
+ uint32_t mSimulatedParticlesCount;
+
+
+ /* insertion buffer */
+ ApexFIFO<IosNewObject> mInjectedParticles;
+
+ ParticleParticleInjector(ResourceList& list, ParticleIosActorImpl& actor, uint32_t injectorID);
+ ~ParticleParticleInjector() {}
+
+ void init(IofxAsset* iofxAsset);
+
+ friend class ParticleIosActorImpl;
+};
+
+
+class ParticleIosActorImpl : public InstancedObjectSimulationIntl,
+ public ParticleIosActor,
+ public ApexResourceInterface,
+ public ApexResource,
+ public ApexRWLockable
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ ParticleIosActorImpl(ResourceList& list, ParticleIosAssetImpl& asset, ParticleIosScene& scene, IofxAsset& iofxAsset, bool isDataOnDevice);
+ ~ParticleIosActorImpl();
+
+ // ApexInterface API
+ void release();
+ void destroy();
+
+ // Actor API
+ void setPhysXScene(PxScene* s);
+ PxScene* getPhysXScene() const;
+ virtual void putInScene(PxScene* scene);
+
+ Asset* getOwner() const
+ {
+ READ_ZONE();
+ return (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)
+ {
+ WRITE_ZONE();
+ 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 getParticleRadius();
+ }
+ float getObjectDensity() const
+ {
+ return 1.0f;
+ } // mAsset->getRestDensity(); }
+
+ // ParticleIosActor
+ float getParticleRadius() const
+ {
+ return mAsset->getParticleRadius();
+ }
+ //float getRestDensity() const { return mAsset->getRestDensity();}
+ uint32_t getParticleCount() const
+ {
+ 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;
+
+ void visualize();
+ virtual PxTaskID submitTasks(PxTaskManager* tm) = 0;
+ virtual void setTaskDependencies(PxTaskID taskStartAfterID, PxTaskID taskFinishBeforeID) = 0;
+ virtual void fetchResults();
+
+ IosInjectorIntl* allocateInjector(IofxAsset* iofxAsset);
+ void releaseInjector(IosInjectorIntl&);
+
+ virtual void setDensityOrigin(const PxVec3& v)
+ {
+ mDensityOrigin = v;
+ }
+
+protected:
+ virtual void removeFromScene();
+
+ void injectNewParticles();
+ bool isParticleDescValid( const ParticleIosAssetParam* desc) const;
+ void initStorageGroups(InplaceStorage& storage);
+
+ void setTaskDependencies(PxTaskID taskStartAfterID, PxTaskID taskFinishBeforeID, PxTask* iosTask, bool isDataOnDevice);
+
+ ParticleIosAssetImpl* mAsset;
+ ParticleIosScene* mParticleIosScene;
+ bool mIsParticleSystem; // true:SimpleParticleSystemParams , false:FluidParticleSystemParams
+ PxActor* mParticleActor;
+
+ IofxManagerIntl* mIofxMgr;
+ IosBufferDescIntl mBufDesc;
+
+ ResourceList mInjectorList;
+
+ physx::Array<IofxAsset*> mIofxAssets;
+ physx::Array<uint32_t> mIofxAssetRefs;
+
+ 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<uint32_t> mInjectorsCounters;
+ ApexMirroredArray<uint32_t> mInputIdToParticleIndex;
+
+ ApexMirroredArray<float> mGridDensityGrid;
+ ApexMirroredArray<float> mGridDensityGridLowPass;
+
+ // Only for use by the IOS Asset, the actor is unaware of this
+ bool mIsMesh;
+
+ FieldSamplerQueryIntl* mFieldSamplerQuery;
+ ApexMirroredArray<PxVec4> mField;
+
+ InplaceStorageGroup mSimulationStorageGroup;
+
+ class InjectTask : public PxTask
+ {
+ public:
+ InjectTask(ParticleIosActorImpl& actor) : mActor(actor) {}
+
+ const char* getName() const
+ {
+ return "ParticleIosActorImpl::InjectTask";
+ }
+ void run()
+ {
+ mActor.injectNewParticles();
+ }
+
+ protected:
+ ParticleIosActorImpl& mActor;
+
+ private:
+ InjectTask& operator=(const InjectTask&);
+ };
+ InjectTask mInjectTask;
+
+ // Particle Density Origin
+ PxVec3 mDensityOrigin;
+ PxMat44 mDensityDebugMatInv;
+
+ GridDensityParams mGridDensityParams;
+
+ FieldSamplerCallbackIntl* mOnStartCallback;
+ IofxManagerCallbackIntl* mOnFinishCallback;
+
+ friend class ParticleIosAssetImpl;
+ friend class ParticleParticleInjector;
+};
+
+}
+} // namespace nvidia
+
+#endif // __PARTICLE_IOS_ACTOR_IMPL_H__