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/*
* Copyright (c) 2008-2015, 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 __ATTRACTOR_FS_ACTOR_IMPL_H__
#define __ATTRACTOR_FS_ACTOR_IMPL_H__
#include "BasicFSActor.h"
#include "AttractorFSActor.h"
#include "ApexRWLockable.h"
#include "AttractorFSCommon.h"
namespace nvidia
{
namespace apex
{
class RenderMeshActor;
}
namespace basicfs
{
class AttractorFSAsset;
class BasicFSScene;
class AttractorFSActorParams;
class AttractorFSActorImpl : public BasicFSActor, public AttractorFSActor, public ApexRWLockable
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
/* AttractorFSActor methods */
AttractorFSActorImpl(const AttractorFSActorParams&, AttractorFSAsset&, ResourceList&, BasicFSScene&);
~AttractorFSActorImpl();
BasicFSAsset* getAttractorFSAsset() const;
PxVec3 getCurrentPosition() const
{
return mPose.p;
}
void setCurrentPosition(const PxVec3& pos)
{
mPose.p = pos;
mFieldSamplerChanged = true;
}
void setFieldRadius(float radius)
{
mRadius = radius;
mFieldSamplerChanged = true;
}
void setConstFieldStrength(float strength);
void setVariableFieldStrength(float strength);
void setEnabled(bool isEnabled)
{
mFieldSamplerEnabled = isEnabled;
}
/* Renderable, RenderDataProvider */
void updateRenderResources(bool rewriteBuffers, void* userRenderData);
void dispatchRenderResources(UserRenderer& renderer);
PxBounds3 getBounds() const
{
return ApexRenderable::getBounds();
}
void lockRenderResources()
{
ApexRenderable::renderDataLock();
}
void unlockRenderResources()
{
ApexRenderable::renderDataUnLock();
}
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);
}
Renderable* getRenderable()
{
return this;
}
Actor* getActor()
{
return this;
}
/* Resource, ApexResource */
void release();
/* Actor, ApexActor */
void destroy();
Asset* getOwner() const;
virtual void simulate(float dt);
virtual void visualize();
/* FieldSamplerIntl */
virtual bool updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled);
///Sets the uniform overall object scale
virtual void setCurrentScale(float scale)
{
mScale = scale;
mFieldSamplerChanged = true;
}
//Retrieves the uniform overall object scale
virtual float getCurrentScale(void) const
{
return mScale;
}
protected:
AttractorFSAsset* mAsset;
float mRadius;
float mConstFieldStrength;
float mVariableFieldStrength;
AttractorFSParams mExecuteParams;
nvidia::Array<PxVec3> mDebugPoints;
friend class BasicFSScene;
};
class AttractorFSActorCPU : public AttractorFSActorImpl
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
AttractorFSActorCPU(const AttractorFSActorParams&, AttractorFSAsset&, ResourceList&, BasicFSScene&);
~AttractorFSActorCPU();
/* FieldSamplerIntl */
virtual void executeFieldSampler(const ExecuteData& data);
private:
};
#if APEX_CUDA_SUPPORT
class AttractorFSActorGPU : public AttractorFSActorCPU
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
AttractorFSActorGPU(const AttractorFSActorParams&, AttractorFSAsset&, ResourceList&, BasicFSScene&);
~AttractorFSActorGPU();
/* FieldSamplerIntl */
virtual bool updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled);
virtual void getFieldSamplerCudaExecuteInfo(CudaExecuteInfo& info) const
{
info.executeType = 2;
info.executeParamsHandle = mParamsHandle;
}
private:
ApexCudaConstMemGroup mConstMemGroup;
InplaceHandle<AttractorFSParams> mParamsHandle;
};
#endif
}
} // end namespace nvidia
#endif
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