/* * Copyright (c) 2008-2017, 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 __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