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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 __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
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