// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef __EMITTER_SCENE_H__ #define __EMITTER_SCENE_H__ #include "Apex.h" #include "ModuleEmitterImpl.h" #include "ApexSDKIntl.h" #include "ModuleIntl.h" #include "ApexContext.h" #include "ApexSDKHelpers.h" #include "ApexActor.h" #include "DebugRenderParams.h" #include "EmitterDebugRenderParams.h" #include "PxTask.h" namespace nvidia { namespace apex { class SceneIntl; } namespace emitter { class ModuleEmitterImpl; /* Each Emitter Actor should derive this class, so the scene can deal with it */ class EmitterActorBase : public ApexActor { public: virtual bool isValid() { return mValid; } virtual void tick() = 0; virtual void visualize(RenderDebugInterface& renderDebug) = 0; virtual void submitTasks() = 0; virtual void setTaskDependencies() = 0; virtual void fetchResults() = 0; protected: EmitterActorBase() : mValid(false) {} bool mValid; }; class EmitterScene : public ModuleSceneIntl, public ApexContext, public ApexResourceInterface, public ApexResource { public: EmitterScene(ModuleEmitterImpl& module, SceneIntl& scene, RenderDebugInterface* debugRender, ResourceList& list); ~EmitterScene(); /* ModuleSceneIntl */ void visualize(); void setModulePhysXScene(PxScene* s); PxScene* getModulePhysXScene() const { return mPhysXScene; } PxScene* mPhysXScene; Module* getModule() { return mModule; } void fetchResults(); virtual SceneStats* getStats() { return 0; } bool lockRenderResources() { renderLockAllActors(); // Lock options not implemented yet return true; } bool unlockRenderResources() { renderUnLockAllActors(); // Lock options not implemented yet return true; } /* ApexResourceInterface */ uint32_t getListIndex() const { return m_listIndex; } void setListIndex(ResourceList& list, uint32_t index) { m_listIndex = index; m_list = &list; } void release() { mModule->releaseModuleSceneIntl(*this); } void submitTasks(float elapsedTime, float substepSize, uint32_t numSubSteps); void setTaskDependencies(); protected: void destroy(); ModuleEmitterImpl* mModule; SceneIntl* mApexScene; float mSumBenefit; private: RenderDebugInterface* mDebugRender; DebugRenderParams* mDebugRenderParams; EmitterDebugRenderParams* mEmitterDebugRenderParams; friend class ModuleEmitterImpl; friend class EmitterActorImpl; friend class GroundEmitterActorImpl; friend class ImpactEmitterActorImpl; }; } } // end namespace nvidia #endif