// // 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 __IMPACT_EMITTER_ACTOR_IMPL_H__ #define __IMPACT_EMITTER_ACTOR_IMPL_H__ //////////////////////////////////////////////////////////////////////////////// #include "ImpactEmitterActor.h" #include "ImpactEmitterAssetImpl.h" #include "EmitterScene.h" #include "ApexActor.h" #include "ApexFIFO.h" #include "ApexSharedUtils.h" #include "PsUserAllocated.h" #include "ApexRand.h" #include "ApexRWLockable.h" //////////////////////////////////////////////////////////////////////////////// class ImpactEmitterBaseEvent; namespace NvParameterized { class Interface; }; namespace nvidia { namespace apex { class InstancedObjectSimulationIntl; } namespace emitter { //////////////////////////////////////////////////////////////////////////////// struct ImpactEventTriggerParams { PxVec3 hitPos; PxVec3 hitDir; PxVec3 hitNorm; ImpactEventTriggerParams() {} ImpactEventTriggerParams(const PxVec3& p, const PxVec3& d, const PxVec3& n) : hitPos(p), hitDir(d), hitNorm(n) {} }; class ImpactEmitterBaseEvent : public UserAllocated { public: ImpactEmitterBaseEvent(ImpactEmitterActorImpl* emitterActor) : mOwner(emitterActor), mValid(false) {} virtual ~ImpactEmitterBaseEvent() {} virtual void removeActorReference(ApexActor* a) = 0; virtual bool isValid() { return mValid; } virtual void trigger(const ImpactEventTriggerParams& params) = 0; virtual void setPreferredRenderVolume(RenderVolume*) = 0; virtual void submitTasks(PxTaskManager*) {} virtual void setTaskDependencies(PxTask*) {} protected: ImpactEmitterActorImpl* mOwner; bool mValid; }; //////////////////////////////////////////////////////////////////////////////// class ImpactEmitterParticleEvent : public ImpactEmitterBaseEvent { public: static const size_t MAX_PARTICLES = 2048; enum eAxisType { AXIS_INCIDENT = 0, AXIS_NORMAL, AXIS_REFLECTION }; ImpactEmitterParticleEvent(NvParameterized::Interface* eventParamPtr, ImpactEmitterAssetImpl& asset, ImpactEmitterActorImpl* emitterActor); virtual ~ImpactEmitterParticleEvent(); virtual void removeActorReference(ApexActor* a) { if (mParticleInjector == a) { mParticleInjector = NULL; } } virtual void trigger(const ImpactEventTriggerParams& params); virtual void submitTasks(PxTaskManager* tm); virtual void setTaskDependencies(PxTask* tickTask); virtual void setPreferredRenderVolume(nvidia::apex::RenderVolume* vol); protected: void run(); void trigger(const PxVec3& hitPos, const PxVec3& hitDir, const PxVec3& hitNorm); void initParticle(const PxVec3& pos, const PxVec3 basis[], PxVec3& outPos, PxVec3& outVel, float& outLife); typedef physx::Array TriggerQueue; TriggerQueue mTriggerQueue; PxTask* mEventTask; friend class ParticleEventTask; eAxisType mAxis; float mMinAngle; float mMaxAngle; float mMinSpeed; float mMaxSpeed; float mMinLife; float mMaxLife; uint32_t mParticleSpawnCount; IosInjectorIntl* mParticleInjector; }; //////////////////////////////////////////////////////////////////////////////// class ImpactEmitterEventSet : public UserAllocated { public: struct EventSetEntry { float dly; ImpactEmitterBaseEvent* evnt; EventSetEntry() : dly(0.0f), evnt(NULL) {}; EventSetEntry(float d, ImpactEmitterBaseEvent* e) : dly(d), evnt(e) {}; }; ImpactEmitterEventSet() {}; virtual ~ImpactEmitterEventSet(); bool AddEvent(NvParameterized::Interface* eventParamPtr, ImpactEmitterAssetImpl& asset, ImpactEmitterActorImpl* emitterActor); physx::Array entries; }; //////////////////////////////////////////////////////////////////////////////// class ImpactEmitterActorImpl : public ImpactEmitterActor, public EmitterActorBase, public ApexResourceInterface, public ApexResource, public ApexRWLockable { public: APEX_RW_LOCKABLE_BOILERPLATE class QueuedImpactEvent { public: QueuedImpactEvent() {}; QueuedImpactEvent(const PxVec3& p, const PxVec3& d, const PxVec3& n, float t, ImpactEmitterBaseEvent* e) : triggerParams(p, d, n), triggerTime(t), eventDef(e) {} bool trigger(float time); protected: ImpactEventTriggerParams triggerParams; float triggerTime; ImpactEmitterBaseEvent* eventDef; }; typedef physx::Array ImpactEventQueue; ImpactEmitterActorImpl(const ImpactEmitterActorDesc&, ImpactEmitterAssetImpl&, ResourceList&, EmitterScene&); ImpactEmitterActorImpl(const NvParameterized::Interface&, ImpactEmitterAssetImpl&, ResourceList&, EmitterScene&); ~ImpactEmitterActorImpl(); Renderable* getRenderable() { return NULL; } Actor* getActor() { return this; } 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, 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&); void setPhysXScene(PxScene*) {} PxScene* getPhysXScene() const { return NULL; } void submitTasks(); void setTaskDependencies(); void fetchResults(); SceneIntl* getApexScene() const; void removeActorAtIndex(uint32_t index); void setPreferredRenderVolume(nvidia::apex::RenderVolume*); ImpactEmitterAsset* getEmitterAsset() const; /* Override some asset settings at run time */ /* Actor callable methods */ void registerImpact(const PxVec3& hitPos, const PxVec3& hitDir, const PxVec3& surfNorm, uint32_t surfType); void setSeed(uint32_t seed) { mRand.setSeed(seed); } protected: void tick(); float mTime; physx::Array mEventSets; physx::Array mActiveParticleInjectors; ImpactEventQueue mPendingEvents; ImpactEmitterAssetImpl* mAsset; EmitterScene* mScene; PxTask* mTickTask; friend class ImpactEmitterTickTask; nvidia::QDSRand mRand; friend class ImpactEmitterParticleEvent; }; } } // end namespace nvidia //////////////////////////////////////////////////////////////////////////////// #endif