aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/module/basicfs/include/NoiseFSActorImpl.h
blob: be0a3a2f774ff4fea2f1a33c6628feef4e27cd76 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
/*
 * 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 __NOISE_FS_ACTOR_IMPL_H__
#define __NOISE_FS_ACTOR_IMPL_H__

#include "BasicFSActor.h"
#include "NoiseFSActor.h"
#include "ApexRWLockable.h"
#include "NoiseFSCommon.h"

#include "ReadCheck.h"
#include "WriteCheck.h"

namespace nvidia
{
namespace apex
{
class RenderMeshActor;	
}	
namespace basicfs
{

class NoiseFSAsset;
class BasicFSScene;
class NoiseFSActorParams;

class NoiseFSActorImpl : public BasicFSActor, public NoiseFSActor, public ApexRWLockable
{
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	/* NoiseFSActor methods */
	NoiseFSActorImpl(const NoiseFSActorParams&, NoiseFSAsset&, ResourceList&, BasicFSScene&);
	~NoiseFSActorImpl();

	BasicFSAsset* 		getNoiseFSAsset() const;

	PxMat44			getCurrentPose() const
	{
		READ_ZONE();
		return PxMat44(mPose);
	}

	void					setCurrentPose(const PxTransform& pose)
	{
		WRITE_ZONE();
		mPose = pose;
		mFieldSamplerChanged = true;
	}

	PxVec3			getCurrentPosition() const
	{		
		READ_ZONE();
		return mPose.p;
	}
	void					setCurrentPosition(const PxVec3& pos)
	{
		WRITE_ZONE();
		mPose.p = pos;
		mFieldSamplerChanged = true;
	}

	float			getCurrentScale() const
	{
		READ_ZONE();
		return mScale;
	}

	void					setCurrentScale(const float& scale)
	{
		WRITE_ZONE();
		mScale = scale;
		mFieldSamplerChanged = true;
	}

	void					setNoiseStrength(float strength);

	void					setEnabled(bool isEnabled)
	{
		WRITE_ZONE();
		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);

protected:
	NoiseFSAsset*				mAsset;

	NoiseFSParams				mExecuteParams; 

	friend class BasicFSScene;
};

class NoiseFSActorCPU : public NoiseFSActorImpl
{
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	NoiseFSActorCPU(const NoiseFSActorParams&, NoiseFSAsset&, ResourceList&, BasicFSScene&);
	~NoiseFSActorCPU();

	/* FieldSamplerIntl */
	virtual void executeFieldSampler(const ExecuteData& data);

private:
};

#if APEX_CUDA_SUPPORT

class NoiseFSActorGPU : public NoiseFSActorCPU
{
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	NoiseFSActorGPU(const NoiseFSActorParams&, NoiseFSAsset&, ResourceList&, BasicFSScene&);
	~NoiseFSActorGPU();

	/* FieldSamplerIntl */
	virtual bool updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled);

	virtual void getFieldSamplerCudaExecuteInfo(CudaExecuteInfo& info) const
	{
		info.executeType = 3;
		info.executeParamsHandle = mParamsHandle;
	}

private:
	ApexCudaConstMemGroup			mConstMemGroup;
	InplaceHandle<NoiseFSParams>	mParamsHandle;

};

#endif

}
} // end namespace nvidia

#endif