// // 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. #include "RenderDebugInterface.h" #include "GroundEmitterPreview.h" #include "GroundEmitterAssetPreview.h" #include "ApexPreview.h" #include "ApexUsingNamespace.h" #include "WriteCheck.h" #include "ReadCheck.h" namespace nvidia { namespace emitter { void GroundEmitterAssetPreview::drawEmitterPreview(void) { WRITE_ZONE(); #ifndef WITHOUT_DEBUG_VISUALIZE if (!mApexRenderDebug) { return; } PxVec3 tmpUpDirection(0.0f, 1.0f, 0.0f); using RENDER_DEBUG::DebugColors; //asset preview init if (mGroupID == 0) { mGroupID = RENDER_DEBUG_IFACE(mApexRenderDebug)->beginDrawGroup(PxMat44(PxIdentity)); // Cylinder that describes the refresh radius, upDirection, and spawnHeight RENDER_DEBUG_IFACE(mApexRenderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(mApexRenderDebug)->getDebugColor(DebugColors::Green)); RENDER_DEBUG_IFACE(mApexRenderDebug)->debugCylinder( PxVec3(0.0f), tmpUpDirection * (mAsset->getSpawnHeight() + mAsset->getRaycastHeight() + 0.01f), mAsset->getRadius()); // Ray that describes the raycast spawn height RENDER_DEBUG_IFACE(mApexRenderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(mApexRenderDebug)->getDebugColor(DebugColors::Yellow), RENDER_DEBUG_IFACE(mApexRenderDebug)->getDebugColor(DebugColors::Yellow)); RENDER_DEBUG_IFACE(mApexRenderDebug)->setCurrentArrowSize(mScale); RENDER_DEBUG_IFACE(mApexRenderDebug)->debugRay(tmpUpDirection * mAsset->getRaycastHeight(), PxVec3(0.0f)); RENDER_DEBUG_IFACE(mApexRenderDebug)->endDrawGroup(); } //asset preview set pose PxMat44 groupPose = mPose; RENDER_DEBUG_IFACE(mApexRenderDebug)->setDrawGroupPose(mGroupID, groupPose); //asset preview set visibility RENDER_DEBUG_IFACE(mApexRenderDebug)->setDrawGroupVisible(mGroupID, true); #endif } void GroundEmitterAssetPreview::destroy(void) { mApexRenderDebug = NULL; ApexPreview::destroy(); delete this; } GroundEmitterAssetPreview::~GroundEmitterAssetPreview(void) { } void GroundEmitterAssetPreview::setPose(const PxMat44& pose) { WRITE_ZONE(); mPose = PxTransform(pose); drawEmitterPreview(); } void GroundEmitterAssetPreview::setScale(float scale) { WRITE_ZONE(); mScale = scale; drawEmitterPreview(); } const PxMat44 GroundEmitterAssetPreview::getPose() const { READ_ZONE(); return(mPose); } // from RenderDataProvider void GroundEmitterAssetPreview::lockRenderResources(void) { ApexRenderable::renderDataLock(); } void GroundEmitterAssetPreview::unlockRenderResources(void) { ApexRenderable::renderDataUnLock(); } void GroundEmitterAssetPreview::updateRenderResources(bool /*rewriteBuffers*/, void* /*userRenderData*/) { mApexRenderDebug->updateRenderResources(); } // from Renderable.h void GroundEmitterAssetPreview::dispatchRenderResources(UserRenderer& renderer) { mApexRenderDebug->dispatchRenderResources(renderer); } PxBounds3 GroundEmitterAssetPreview::getBounds(void) const { return mApexRenderDebug->getBounds(); } void GroundEmitterAssetPreview::release(void) { if (mInRelease) { return; } mInRelease = true; const_cast(mAsset)->releaseEmitterPreview(*this); } } } // namespace nvidia::apex