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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_IOS_ACTOR_IMPL_H__
#define __BASIC_IOS_ACTOR_IMPL_H__
#include "Apex.h"
#include "BasicIosActor.h"
#include "IofxActor.h"
#include "BasicIosAssetImpl.h"
#include "InstancedObjectSimulationIntl.h"
#include "BasicIosScene.h"
#include "ApexActor.h"
#include "ApexContext.h"
#include "ApexFIFO.h"
#include "BasicIosCommon.h"
#include "BasicIosCommonSrc.h"
#include "InplaceStorage.h"
#include "ApexMirroredArray.h"
#include "ApexRand.h"
#include <PxFiltering.h>
#define MAX_CONVEX_PLANES_COUNT 4096
#define MAX_CONVEX_VERTS_COUNT 4096
#define MAX_CONVEX_POLYGONS_DATA_SIZE 16384
#define MAX_TRIMESH_VERTS_COUNT 4096
#define MAX_TRIMESH_INDICES_COUNT 16384
namespace nvidia
{
namespace apex
{
class FieldSamplerQueryIntl;
class FieldSamplerCallbackIntl;
}
namespace iofx
{
class RenderVolume;
}
namespace basicios
{
/* Class for managing the interactions with each emitter */
class BasicParticleInjector : public IosInjectorIntl, public ApexResourceInterface, public ApexResource
{
public:
void setPreferredRenderVolume(nvidia::apex::RenderVolume* volume);
float getLeastBenefitValue() const
{
return 0.0f;
}
bool isBacklogged() const
{
return false;
}
void createObjects(uint32_t count, const IosNewObject* createList);
#if APEX_CUDA_SUPPORT
void createObjects(ApexMirroredArray<const IosNewObject>& createArray);
#endif
void setLODWeights(float maxDistance, float distanceWeight, float speedWeight, float lifeWeight, float separationWeight, float bias);
PxTaskID getCompletionTaskID() const;
virtual void release();
void destroy();
// ApexResourceInterface methods
void setListIndex(ResourceList& list, uint32_t index);
uint32_t getListIndex() const
{
return m_listIndex;
}
virtual void setPhysXScene(PxScene*) {}
virtual PxScene* getPhysXScene() const
{
return NULL;
}
void assignSimParticlesCount(uint32_t input)
{
mSimulatedParticlesCount = input;
}
virtual uint32_t getSimParticlesCount() const
{
return mSimulatedParticlesCount;
}
virtual uint32_t getActivePaticleCount() const
{
return mSimulatedParticlesCount;
}
virtual void setObjectScale(float objectScale);
protected:
BasicIosActorImpl* mIosActor;
IofxManagerClientIntl* mIofxClient;
nvidia::apex::RenderVolume* mVolume;
physx::Array<uint16_t> mRandomActorClassIDs;
uint32_t mLastRandomID;
uint16_t mVolumeID;
uint32_t mInjectorID;
uint32_t mSimulatedParticlesCount;
/* insertion buffer */
ApexFIFO<IosNewObject> mInjectedParticles;
QDSRand mRand;
BasicParticleInjector(ResourceList& list, BasicIosActorImpl& actor, uint32_t injectorID);
~BasicParticleInjector();
void init(nvidia::apex::IofxAsset* iofxAsset);
friend class BasicIosActorImpl;
};
class BasicIosActorImpl : public InstancedObjectSimulationIntl,
public BasicIosActor,
public ApexResourceInterface,
public ApexResource,
public ApexRWLockable
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
BasicIosActorImpl(ResourceList& list, BasicIosAssetImpl& asset, BasicIosScene& scene, nvidia::apex::IofxAsset& iofxAsset, bool isDataOnDevice);
~BasicIosActorImpl();
// ApexInterface API
void release();
void destroy();
// Actor API
void setPhysXScene(PxScene* s);
PxScene* getPhysXScene() const;
virtual void putInScene(PxScene* scene);
Asset* getOwner() const
{
return static_cast<Asset*>(mAsset);
}
// ApexContext
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);
}
// ApexResourceInterface methods
void setListIndex(ResourceList& list, uint32_t index)
{
m_listIndex = index;
m_list = &list;
}
uint32_t getListIndex() const
{
return m_listIndex;
}
// IOSIntl
float getObjectRadius() const
{
return mAsset->getParticleRadius();
}
float getObjectDensity() const
{
return mAsset->getRestDensity();
}
// BasicIosActor
float getParticleRadius() const
{
READ_ZONE();
return mAsset->getParticleRadius();
}
float getRestDensity() const
{
READ_ZONE();
return mAsset->getRestDensity();
}
uint32_t getParticleCount() const
{
READ_ZONE();
return mParticleCount;
}
PX_INLINE void setOnStartFSCallback(FieldSamplerCallbackIntl* callback)
{
if (mFieldSamplerQuery)
{
mFieldSamplerQuery->setOnStartCallback(callback);
}
}
PX_INLINE void setOnFinishIOFXCallback(IofxManagerCallbackIntl* callback)
{
if (mIofxMgr)
{
mIofxMgr->setOnFinishCallback(callback);
}
}
const PxVec3* getRecentPositions(uint32_t& count, uint32_t& stride) const;
PxVec3 getGravity() const;
void setGravity(PxVec3& gravity);
void visualize();
virtual void submitTasks() = 0;
virtual void setTaskDependencies() = 0;
virtual void fetchResults();
IosInjectorIntl* allocateInjector(IofxAsset* iofxAsset);
void releaseInjector(IosInjectorIntl&);
virtual void setDensityOrigin(const PxVec3& v)
{
mDensityOrigin = v;
}
protected:
//Member functions below have implemented in test actor
virtual bool checkBenefit(uint32_t totalCount) {PX_UNUSED(totalCount); return true;};
virtual bool checkHoles(uint32_t totalCount) {PX_UNUSED(totalCount); return true;};
virtual bool checkInState(uint32_t totalCount) {PX_UNUSED(totalCount); return true;};
virtual bool checkHistogram(uint32_t /*bound*/, uint32_t /*beg*/, uint32_t /*back*/) {return true;};
virtual void removeFromScene();
void injectNewParticles();
void initStorageGroups(InplaceStorage& storage);
void setTaskDependencies(PxTask* iosTask, bool isDataOnDevice);
void FillCollisionData(CollisionData& baseData, PxShape* shape);
BasicIosAssetImpl* mAsset;
BasicIosScene* mBasicIosScene;
IofxManagerIntl* mIofxMgr;
IosBufferDescIntl mBufDesc;
ResourceList mInjectorList;
PxVec3 mGravityVec;
PxVec3 mUp;
float mGravity;
float mTotalElapsedTime; //AM: People, methinks this will backfire eventually due to floating point precision loss!
uint32_t mMaxParticleCount;
uint32_t mMaxTotalParticleCount;
uint32_t mParticleCount;
uint32_t mParticleBudget;
uint32_t mInjectedCount;
float mInjectedBenefitSum;
float mInjectedBenefitMin;
float mInjectedBenefitMax;
uint32_t mLastActiveCount;
float mLastBenefitSum;
float mLastBenefitMin;
float mLastBenefitMax;
ApexMirroredArray<float> mLifeSpan;
ApexMirroredArray<float> mLifeTime;
ApexMirroredArray<uint32_t> mInjector;
ApexMirroredArray<float> mBenefit;
ApexMirroredArray<PxPlane> mConvexPlanes;
ApexMirroredArray<PxVec4> mConvexVerts;
ApexMirroredArray<uint32_t> mConvexPolygonsData;
ApexMirroredArray<PxVec4> mTrimeshVerts;
ApexMirroredArray<uint32_t> mTrimeshIndices;
ApexMirroredArray<uint32_t> mInjectorsCounters;
ApexMirroredArray<float> mGridDensityGrid;
ApexMirroredArray<float> mGridDensityGridLowPass;
GridDensityParams mGridDensityParams;
// Particle Density Origin
PxVec3 mDensityOrigin;
PxMat44 mDensityDebugMatInv;
// If true we are
bool mTrackGravityChanges;
// Only for use by the IOS Asset, the actor is unaware of this
bool mIsMesh;
FieldSamplerQueryIntl* mFieldSamplerQuery;
ApexMirroredArray<PxVec4> mField;
PxFilterData mCollisionFilterData;
Array<physx::PxOverlapHit> mOverlapHits;
InplaceStorageGroup mSimulationStorageGroup;
InplaceHandle<SimulationParams> mSimulationParamsHandle;
PxTask* mInjectTask;
FieldSamplerCallbackIntl* mOnStartCallback;
IofxManagerCallbackIntl* mOnFinishCallback;
friend class BasicIosInjectTask;
friend class BasicIosAssetImpl;
friend class BasicParticleInjector;
};
}
} // namespace nvidia
#endif // __BASIC_IOS_ACTOR_IMPL_H__
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