aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/module/basicfs/include/VortexFSActorImpl.h
blob: 2cdcf9fb75eef9f544a9c447a10db51df3498fc6 (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
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
/*
 * 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 __VORTEX_FS_ACTOR_IMPL_H__
#define __VORTEX_FS_ACTOR_IMPL_H__

#include "BasicFSActor.h"
#include "VortexFSActor.h"

#include "VortexFSCommon.h"

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

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

class VortexFSAsset;
class BasicFSScene;
class VortexFSActorParams;

class VortexFSActorImpl : public BasicFSActor, public VortexFSActor, public ApexRWLockable
{
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	/* VortexFSActor methods */
	VortexFSActorImpl(const VortexFSActorParams&, VortexFSAsset&, ResourceList&, BasicFSScene&);
	~VortexFSActorImpl();

	BasicFSAsset* 		getVortexFSAsset() 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;
	}
	void					setAxis(const PxVec3& axis)
	{
		WRITE_ZONE();
		mAxis = axis;
		mFieldSamplerChanged = true;
	}
	void					setHeight(float height)
	{
		WRITE_ZONE();
		mHeight = height;
		mFieldSamplerChanged = true;
		mDebugShapeChanged = true;
	}
	void					setBottomRadius(float radius)
	{
		mBottomRadius = radius;
		mFieldSamplerChanged = true;
		mDebugShapeChanged = true;
	}
	void					setTopRadius(float radius)
	{
		WRITE_ZONE();
		mTopRadius = radius;
		mFieldSamplerChanged = true;
		mDebugShapeChanged = true;
	}

	void					setBottomSphericalForce(bool isEnabled)
	{
		WRITE_ZONE();
		mBottomSphericalForce = isEnabled;
		mFieldSamplerChanged = true;
	}
	void					setTopSphericalForce(bool isEnabled)
	{
		WRITE_ZONE();
		mTopSphericalForce = isEnabled;
		mFieldSamplerChanged = true;
	}

	void					setRotationalStrength(float strength);
	void					setRadialStrength(float strength);
	void					setLiftStrength(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);

	///Sets the uniform overall object scale
	virtual void				setCurrentScale(float scale)
	{
		WRITE_ZONE();
		mScale = scale;
		mFieldSamplerChanged = true;
	}

	//Retrieves the uniform overall object scale
	virtual float				getCurrentScale(void) const
	{
		READ_ZONE();
		return mScale;
	}

protected:
	VortexFSAsset*			mAsset;
	
	bool					mBottomSphericalForce;
	bool					mTopSphericalForce;

	PxVec3			mAxis;
	float			mHeight;
	float			mBottomRadius;
	float			mTopRadius;

	float			mRotationalStrength;
	float			mRadialStrength;
	float			mLiftStrength;

	VortexFSParams			mExecuteParams; 

	PxTransform	mDirToWorld;

	bool						mDebugShapeChanged;
	nvidia::Array<PxVec3> mDebugPoints;

	friend class BasicFSScene;
};

class VortexFSActorCPU : public VortexFSActorImpl
{
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	VortexFSActorCPU(const VortexFSActorParams&, VortexFSAsset&, ResourceList&, BasicFSScene&);
	~VortexFSActorCPU();

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

private:
};

#if APEX_CUDA_SUPPORT

class VortexFSActorGPU : public VortexFSActorCPU
{
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	VortexFSActorGPU(const VortexFSActorParams&, VortexFSAsset&, ResourceList&, BasicFSScene&);
	~VortexFSActorGPU();

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

	virtual void getFieldSamplerCudaExecuteInfo(CudaExecuteInfo& info) const
	{
		info.executeType = 4;
		info.executeParamsHandle = mParamsHandle;
	}

private:
	ApexCudaConstMemGroup			mConstMemGroup;
	InplaceHandle<VortexFSParams>	mParamsHandle;

};

#endif

}
} // end namespace nvidia

#endif