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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 BASIC_FS_ASSET_IMPL_H
#define BASIC_FS_ASSET_IMPL_H
#include "Apex.h"
#include "BasicFSAsset.h"
#include "ApexSDKHelpers.h"
#include "ModuleBasicFSImpl.h"
#include "ApexAssetAuthoring.h"
#include "ApexString.h"
#include "ApexAssetTracker.h"
#include "ApexAuthorableObject.h"
#include "ApexRWLockable.h"
#include "FieldBoundaryIntl.h"
namespace nvidia
{
namespace apex
{
class RenderMeshAsset;
}
namespace basicfs
{
class BasicFSActor;
///p,q -> p cross q = n (n - must be normalized!)
PX_INLINE void BuildPlaneBasis(const PxVec3& n, PxVec3& p, PxVec3& q)
{
float nzSqr = n.z * n.z;
if (nzSqr > 0.5f)
{
// choose p in y-z plane
const float k = PxSqrt(n.y * n.y + nzSqr);
// k can not be zero here
const float rk = (1 / k);
p.x = 0;
p.y = -n.z * rk;
p.z = n.y * rk;
// set q = n cross p
q.x = k;
q.y = -n.x * p.z;
q.z = n.x * p.y;
}
else
{
// choose p in x-y plane
const float k = PxSqrt(n.x * n.x + n.y * n.y);
// k can be zero in case n is zero
const float rk = (k > 0) ? (1 / k) : 0;
p.x = -n.y * rk;
p.y = n.x * rk;
p.z = 0;
// set q = n cross p
q.x = -n.z * p.y;
q.y = n.z * p.x;
q.z = k;
}
}
class BasicFSAssetImpl : public BasicFSAsset, public ApexResourceInterface, public ApexResource, public ApexRWLockable
{
friend class BasicFSAssetDummyAuthoring;
public:
APEX_RW_LOCKABLE_BOILERPLATE
BasicFSAssetImpl(ModuleBasicFSImpl*, const char*);
virtual ~BasicFSAssetImpl();
/* Asset */
const char* getName() const
{
return mName.c_str();
}
// TODO: implement forceLoadAssets
uint32_t forceLoadAssets()
{
return 0;
}
/* ApexResourceInterface, ApexResource */
uint32_t getListIndex() const
{
return m_listIndex;
}
void setListIndex(class ResourceList& list, uint32_t index)
{
m_list = &list;
m_listIndex = index;
}
/**
* \brief Apply any changes that may been made to the NvParameterized::Interface on this asset.
*/
virtual void applyEditingChanges(void)
{
APEX_INVALID_OPERATION("Not yet implemented!");
}
NvParameterized::Interface* getDefaultActorDesc() = 0;
virtual Actor* createApexActor(const NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/) = 0;
NvParameterized::Interface* getDefaultAssetPreviewDesc()
{
APEX_INVALID_OPERATION("Not yet implemented!");
return NULL;
}
virtual AssetPreview* createApexAssetPreview(const NvParameterized::Interface& /*params*/, AssetPreviewScene* /*previewScene*/)
{
APEX_INVALID_OPERATION("Not yet implemented!");
return NULL;
}
virtual bool isValidForActorCreation(const ::NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/) const
{
return true; // todo implement this method
}
virtual bool isDirty() const
{
return false;
}
protected:
ModuleBasicFSImpl* mModule;
ResourceList mFSActors;
ApexSimpleString mName;
friend class ModuleBasicFSImpl;
friend class BasicFSActor;
};
}
} // end namespace nvidia::apex
#endif // BASIC_FS_ASSET_IMPL_H
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