/* * 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_ASSET_IMPL_H #define BASIC_IOS_ASSET_IMPL_H #include "ApexUsingNamespace.h" #include "Apex.h" #include "IofxAsset.h" #include "BasicIosAsset.h" #include "InstancedObjectSimulationIntl.h" #include "ApexSDKHelpers.h" #include "ApexAssetAuthoring.h" #include "ApexString.h" #include "ResourceProviderIntl.h" #include "ApexAuthorableObject.h" #include "BasicIOSAssetParam.h" #include "ApexAssetTracker.h" #include "ApexRand.h" #include "ApexRWLockable.h" #include "ReadCheck.h" #include "ApexAuthorableObject.h" namespace nvidia { namespace IOFX { class IofxAsset; } namespace basicios { class ModuleBasicIosImpl; class BasicIosActorImpl; /** \brief Descriptor needed to create a BasicIOS Actor */ class BasicIosActorDesc : public ApexDesc { public: ///Radius of a particle (overrides authered value) float radius; ///Density of a particle (overrides authered value) float density; /** \brief constructor sets to default. */ PX_INLINE BasicIosActorDesc() : ApexDesc() { init(); } /** \brief sets members to default values. */ PX_INLINE void setToDefault() { ApexDesc::setToDefault(); init(); } /** \brief checks if this is a valid descriptor. */ PX_INLINE bool isValid() const { if (!ApexDesc::isValid()) { return false; } return true; } private: PX_INLINE void init() { // authored values will be used where these default values remain radius = 0.0f; density = 0.0f; } }; class BasicIosAssetImpl : public BasicIosAsset, public ApexResourceInterface, public ApexResource, public ApexRWLockable { friend class BasicIosAssetDummyAuthoring; public: APEX_RW_LOCKABLE_BOILERPLATE BasicIosAssetImpl(ModuleBasicIosImpl*, ResourceList&, const char*); BasicIosAssetImpl(ModuleBasicIosImpl* module, ResourceList&, NvParameterized::Interface*, const char*); ~BasicIosAssetImpl(); // Asset void release(); const char* getName(void) const { return mName.c_str(); } AuthObjTypeID getObjTypeID() const { return mAssetTypeID; } const char* getObjTypeName() const { return getClassName(); } // TODO: implement forceLoadAssets uint32_t forceLoadAssets(); Actor* createIosActor(Scene& scene, IofxAsset* iofxAsset); void releaseIosActor(Actor&); bool getSupportsDensity() const; // Private API for this module only BasicIosActorImpl* getIosActorInScene(Scene& scene, bool mesh) const; // ApexResourceInterface methods void setListIndex(ResourceList& list, uint32_t index) { m_listIndex = index; m_list = &list; } uint32_t getListIndex() const { return m_listIndex; } float getParticleRadius() const { READ_ZONE(); return mParams->particleRadius; } float getRestDensity() const { READ_ZONE(); return mParams->restDensity; } float getMaxInjectedParticleCount() const { READ_ZONE(); return mParams->maxInjectedParticleCount; } uint32_t getMaxParticleCount() const { READ_ZONE(); return mParams->maxParticleCount; } float getSceneGravityScale() const { return mParams->sceneGravityScale; } PxVec3& getExternalAcceleration() const { return mParams->externalAcceleration; } float getParticleMass() const; const NvParameterized::Interface* getAssetNvParameterized() const { return mParams; } /** * \brief Releases the ApexAsset but returns the NvParameterized::Interface and *ownership* to the caller. */ virtual NvParameterized::Interface* releaseAndReturnNvParameterizedInterface(void) { NvParameterized::Interface* ret = mParams; mParams = NULL; release(); return ret; } NvParameterized::Interface* getDefaultActorDesc() { APEX_INVALID_OPERATION("Not yet implemented!"); return NULL; } NvParameterized::Interface* getDefaultAssetPreviewDesc() { APEX_INVALID_OPERATION("Not yet implemented!"); return NULL; } virtual Actor* createApexActor(const NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/) { APEX_INVALID_OPERATION("Not yet implemented!"); return NULL; } virtual AssetPreview* createApexAssetPreview(const NvParameterized::Interface& /*params*/, AssetPreviewScene* /*previewScene*/) { APEX_INVALID_OPERATION("Not yet implemented!"); return NULL; } virtual bool isValidForActorCreation(const ::NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/) const { return true; // TODO implement this method } virtual bool isDirty() const { return false; } protected: virtual void destroy(); static AuthObjTypeID mAssetTypeID; static const char* getClassName() { return BASIC_IOS_AUTHORING_TYPE_NAME; } ResourceList mIosActorList; ModuleBasicIosImpl* mModule; ApexSimpleString mName; BasicIOSAssetParam* mParams; mutable QDSRand mSRand; mutable QDNormRand mNormRand; enum { UNIFORM, NORMAL } mMassDistribType; void processParams(); friend class ModuleBasicIosImpl; friend class BasicIosActorImpl; friend class BasicIosActorCPU; friend class BasicIosActorGPU; template friend class nvidia::apex::ApexAuthorableObject; friend class BasicIosAuthorableObject; }; #ifndef WITHOUT_APEX_AUTHORING class BasicIosAssetAuthoringImpl : public BasicIosAssetAuthoring, public ApexAssetAuthoring, public BasicIosAssetImpl { public: APEX_RW_LOCKABLE_BOILERPLATE BasicIosAssetAuthoringImpl(ModuleBasicIosImpl* module, ResourceList& list); BasicIosAssetAuthoringImpl(ModuleBasicIosImpl* module, ResourceList& list, const char* name); BasicIosAssetAuthoringImpl(ModuleBasicIosImpl* module, ResourceList& list, NvParameterized::Interface* params, const char* name); virtual void release(); const char* getName(void) const { return BasicIosAssetImpl::getName(); } const char* getObjTypeName() const { return BasicIosAssetImpl::getClassName(); } virtual bool prepareForPlatform(nvidia::apex::PlatformTag) { APEX_INVALID_OPERATION("Not Implemented."); return false; } void setToolString(const char* toolName, const char* toolVersion, uint32_t toolChangelist) { ApexAssetAuthoring::setToolString(toolName, toolVersion, toolChangelist); } void setParticleRadius(float radius) { mParams->particleRadius = radius; } void setRestDensity(float density) { mParams->restDensity = density; } void setMaxInjectedParticleCount(float count) { mParams->maxInjectedParticleCount = count; } void setMaxParticleCount(uint32_t count) { mParams->maxParticleCount = count; } void setParticleMass(float mass) { mParams->particleMass.center = mass; } void setCollisionGroupName(const char* collisionGroupName); void setCollisionGroupMaskName(const char* collisionGroupMaskName); NvParameterized::Interface* getNvParameterized() const { return (NvParameterized::Interface*)getAssetNvParameterized(); } /** * \brief Releases the ApexAsset but returns the NvParameterized::Interface and *ownership* to the caller. */ virtual NvParameterized::Interface* releaseAndReturnNvParameterizedInterface(void) { NvParameterized::Interface* ret = mParams; mParams = NULL; release(); return ret; } }; #endif } } // namespace nvidia #endif // BASIC_IOS_ASSET_IMPL_H