// // 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 __GROUND_EMITTER_ACTOR_IMPL_H__ #define __GROUND_EMITTER_ACTOR_IMPL_H__ #include "GroundEmitterActor.h" #include "GroundEmitterAssetImpl.h" #include "EmitterScene.h" #include "ApexActor.h" #include "ApexFIFO.h" #include "ApexSharedUtils.h" #include "PsUserAllocated.h" #include "PxPlane.h" namespace nvidia { namespace emitter { template struct ApexVec2 { T x; T y; }; class InjectorData : public UserAllocated { public: virtual ~InjectorData() { } IosInjectorIntl* mInjector; // For emitting float mObjectRadius; ApexSimpleString iofxAssetName; ApexSimpleString iosAssetName; physx::Array particles; class InjectTask : public PxTask { public: InjectTask() {} void run(); const char* getName() const { return "GroundEmitterActor::InjectTask"; } GroundEmitterActorImpl* mActor; InjectorData* mData; }; void initTask(GroundEmitterActorImpl& actor, InjectorData& data) { mTask.mActor = &actor; mTask.mData = &data; } InjectTask mTask; }; struct MaterialData { physx::Array injectorIndices; physx::Array accumWeights; physx::Array maxSlopeAngles; uint32_t chooseIOFX(float& maxSlopeAngle, QDSRand& rand) { PX_ASSERT(injectorIndices.size() == accumWeights.size()); float u = rand.getScaled(0, accumWeights.back()); for (uint32_t i = 0; i < accumWeights.size(); i++) { if (u <= accumWeights[i]) { maxSlopeAngle = maxSlopeAngles[i]; return injectorIndices[i]; } } PX_ALWAYS_ASSERT(); return (uint32_t) - 1; } }; class GroundEmitterActorImpl : public GroundEmitterActor, public EmitterActorBase, public ApexResourceInterface, public ApexResource, public ApexRWLockable { private: GroundEmitterActorImpl& operator=(const GroundEmitterActorImpl&); public: APEX_RW_LOCKABLE_BOILERPLATE GroundEmitterActorImpl(const GroundEmitterActorDesc&, GroundEmitterAssetImpl&, ResourceList&, EmitterScene&); ~GroundEmitterActorImpl(); Renderable* getRenderable() { return NULL; } Actor* getActor() { return this; } void removeActorAtIndex(uint32_t index); 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) { ApexActor::setEnableDebugVisualization(state); } /* ApexResourceInterface, ApexResource */ void release(); uint32_t getListIndex() const { return m_listIndex; } void setListIndex(class ResourceList& list, uint32_t index) { m_list = &list; m_listIndex = index; } /* EmitterActorBase */ void destroy(); Asset* getOwner() const; void visualize(RenderDebugInterface& renderDebug); void setPhysXScene(PxScene*); PxScene* getPhysXScene() const { return mPxScene; } PxScene* mPxScene; void submitTasks(); void setTaskDependencies(); void fetchResults(); GroundEmitterAsset* getEmitterAsset() const; const PxMat44 getPose() const; void setPose(const PxMat44& pos); const PxVec3& getPosition() const { return mLocalPlayerPosition; } void setPosition(const PxVec3& pos); const PxTransform& getRotation() const { return mPose; } void setRotation(const PxTransform& rotation); const PxVec3 &getVelocityLow() const { return mAsset->getVelocityLow(); } const PxVec3 &getVelocityHigh() const { return mAsset->getVelocityHigh(); } const float &getLifetimeLow() const { return mAsset->getLifetimeLow(); } const float &getLifetimeHigh() const { return mAsset->getLifetimeHigh(); } uint32_t getRaycastCollisionGroups() const { READ_ZONE(); return mRaycastCollisionGroups; } void setRaycastCollisionGroups(uint32_t g) { WRITE_ZONE(); mRaycastCollisionGroups = g; } const physx::PxFilterData* getRaycastCollisionGroupsMask() const { READ_ZONE(); return mShouldUseGroupsMask ? &mRaycastCollisionGroupsMask : NULL; } void setRaycastCollisionGroupsMask(physx::PxFilterData*); void setMaterialLookupCallback(MaterialLookupCallback* mlc) { WRITE_ZONE(); mMaterialCallback = mlc; } MaterialLookupCallback* getMaterialLookupCallback() const { READ_ZONE(); return mMaterialCallback; } void setAttachActor(PxActor* a) { WRITE_ZONE(); mAttachActor = a; } const PxActor* getAttachActor() const { READ_ZONE(); return mAttachActor; } PxActor* mAttachActor; void setAttachRelativePosition(const PxVec3& pos) { WRITE_ZONE(); mAttachRelativePosition = pos; } const PxVec3& getAttachRelativePosition() const { READ_ZONE(); return mAttachRelativePosition; } bool addMeshForGroundMaterial(const MaterialFactoryMappingDesc&, const EmitterLodParamDesc&); void setDensity(const float& d) { READ_ZONE(); mDensity = d; } void setMaxRaycastsPerFrame(uint32_t m) { WRITE_ZONE(); mMaxNumRaycastsPerFrame = m; } void setRaycastHeight(float h) { WRITE_ZONE(); mRaycastHeight = h; } void setSpawnHeight(float h) { WRITE_ZONE(); mSpawnHeight = h; } void setRadius(float); void setPreferredRenderVolume(nvidia::apex::RenderVolume*); const float &getDensity() const { READ_ZONE(); return mDensity; } float getRadius() const { READ_ZONE(); return mRadius; } uint32_t getMaxRaycastsPerFrame() const { READ_ZONE(); return mMaxNumRaycastsPerFrame; } float getRaycastHeight() const { READ_ZONE(); return mRaycastHeight; } float getSpawnHeight() const { READ_ZONE(); return mSpawnHeight; } void setSeed(uint32_t seed) { mRand.setSeed(seed); } protected: /* internal methods */ void submitRaycasts(); void injectParticles(InjectorData& data); void refreshCircle(bool edgeOnly); void tick(); bool onRaycastQuery(uint32_t nbHits, const physx::PxRaycastHit* hits); GroundEmitterAssetImpl* mAsset; EmitterScene* mScene; /* Actor modifiable versions of asset data */ float mDensity; float mRadius; uint32_t mMaxNumRaycastsPerFrame; float mRaycastHeight; float mSpawnHeight; PxVec3 mLocalUpDirection; PxTransform mPose; PxTransform mInversePose; uint32_t mRaycastCollisionGroups; physx::PxFilterData mRaycastCollisionGroupsMask; PxVec3 mAttachRelativePosition; MaterialLookupCallback* mMaterialCallback; physx::Array mMaterialRequestArray; /* Actor local data */ Bank mPerMaterialData; physx::Array mInjectorList; physx::Array mIosList; float mGridCellSize; uint32_t mTotalElapsedTimeMs; struct RaycastVisInfo { PxVec3 rayStart; uint32_t timeSubmittedMs; // running time in milliseconds (should last for 50 days or so) }; physx::Array mVisualizeRaycastsList; // use FIFO so it does the earliest (that are probably the closest to the player first) ApexFIFO mToRaycast; physx::Array mCellLastRefreshSteps; uint32_t mSimulationSteps; ApexVec2 mNextGridCell; /* runtime state members */ PxVec3 mLocalPlayerPosition; PxVec3 mWorldPlayerPosition; PxVec3 mOldLocalPlayerPosition; // used to determine when to clear per cell step counts float mStepsize; PxPlane mHorizonPlane; float mCurrentDensity; float mRadius2; float mCircleArea; bool mShouldUseGroupsMask; float mMaxStepSize; bool mRefreshFullCircle; nvidia::Mutex mInjectorDataLock; nvidia::QDSRand mRand; class GroundEmitterTickTask : public PxTask { public: GroundEmitterTickTask(GroundEmitterActorImpl& actor) : mActor(actor) {} const char* getName() const { return "GroundEmitterActor::TickTask"; } void run() { mActor.tick(); } protected: GroundEmitterActorImpl& mActor; private: GroundEmitterTickTask& operator=(const GroundEmitterTickTask&); }; GroundEmitterTickTask mTickTask; friend class InjectorData::InjectTask; friend class QueryReport; }; } } // end namespace nvidia #endif