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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_ASSET_IMPL_H
#define BASIC_IOS_ASSET_IMPL_H
#include "ApexUsingNamespace.h"
#include "Apex.h"
#include "IofxAsset.h"
#include "BasicIosAsset.h"
#include "InstancedObjectSimulationIntl.h"
#include "ApexSDKHelpers.h"
#include "ApexAssetAuthoring.h"
#include "ApexString.h"
#include "ResourceProviderIntl.h"
#include "ApexAuthorableObject.h"
#include "BasicIOSAssetParam.h"
#include "ApexAssetTracker.h"
#include "ApexRand.h"
#include "ApexRWLockable.h"
#include "ReadCheck.h"
#include "ApexAuthorableObject.h"
namespace nvidia
{
namespace IOFX
{
class IofxAsset;
}
namespace basicios
{
class ModuleBasicIosImpl;
class BasicIosActorImpl;
/**
\brief Descriptor needed to create a BasicIOS Actor
*/
class BasicIosActorDesc : public ApexDesc
{
public:
///Radius of a particle (overrides authered value)
float radius;
///Density of a particle (overrides authered value)
float density;
/**
\brief constructor sets to default.
*/
PX_INLINE BasicIosActorDesc() : ApexDesc()
{
init();
}
/**
\brief sets members to default values.
*/
PX_INLINE void setToDefault()
{
ApexDesc::setToDefault();
init();
}
/**
\brief checks if this is a valid descriptor.
*/
PX_INLINE bool isValid() const
{
if (!ApexDesc::isValid())
{
return false;
}
return true;
}
private:
PX_INLINE void init()
{
// authored values will be used where these default values remain
radius = 0.0f;
density = 0.0f;
}
};
class BasicIosAssetImpl : public BasicIosAsset,
public ApexResourceInterface,
public ApexResource,
public ApexRWLockable
{
friend class BasicIosAssetDummyAuthoring;
public:
APEX_RW_LOCKABLE_BOILERPLATE
BasicIosAssetImpl(ModuleBasicIosImpl*, ResourceList&, const char*);
BasicIosAssetImpl(ModuleBasicIosImpl* module, ResourceList&, NvParameterized::Interface*, const char*);
~BasicIosAssetImpl();
// Asset
void release();
const char* getName(void) const
{
return mName.c_str();
}
AuthObjTypeID getObjTypeID() const
{
return mAssetTypeID;
}
const char* getObjTypeName() const
{
return getClassName();
}
// TODO: implement forceLoadAssets
uint32_t forceLoadAssets();
Actor* createIosActor(Scene& scene, IofxAsset* iofxAsset);
void releaseIosActor(Actor&);
bool getSupportsDensity() const;
// Private API for this module only
BasicIosActorImpl* getIosActorInScene(Scene& scene, bool mesh) const;
// ApexResourceInterface methods
void setListIndex(ResourceList& list, uint32_t index)
{
m_listIndex = index;
m_list = &list;
}
uint32_t getListIndex() const
{
return m_listIndex;
}
float getParticleRadius() const
{
READ_ZONE();
return mParams->particleRadius;
}
float getRestDensity() const
{
READ_ZONE();
return mParams->restDensity;
}
float getMaxInjectedParticleCount() const
{
READ_ZONE();
return mParams->maxInjectedParticleCount;
}
uint32_t getMaxParticleCount() const
{
READ_ZONE();
return mParams->maxParticleCount;
}
float getSceneGravityScale() const
{
return mParams->sceneGravityScale;
}
PxVec3& getExternalAcceleration() const
{
return mParams->externalAcceleration;
}
float getParticleMass() const;
const NvParameterized::Interface* getAssetNvParameterized() const
{
return mParams;
}
/**
* \brief Releases the ApexAsset but returns the NvParameterized::Interface and *ownership* to the caller.
*/
virtual NvParameterized::Interface* releaseAndReturnNvParameterizedInterface(void)
{
NvParameterized::Interface* ret = mParams;
mParams = NULL;
release();
return ret;
}
NvParameterized::Interface* getDefaultActorDesc()
{
APEX_INVALID_OPERATION("Not yet implemented!");
return NULL;
}
NvParameterized::Interface* getDefaultAssetPreviewDesc()
{
APEX_INVALID_OPERATION("Not yet implemented!");
return NULL;
}
virtual Actor* createApexActor(const NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/)
{
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:
virtual void destroy();
static AuthObjTypeID mAssetTypeID;
static const char* getClassName()
{
return BASIC_IOS_AUTHORING_TYPE_NAME;
}
ResourceList mIosActorList;
ModuleBasicIosImpl* mModule;
ApexSimpleString mName;
BasicIOSAssetParam* mParams;
mutable QDSRand mSRand;
mutable QDNormRand mNormRand;
enum
{
UNIFORM,
NORMAL
} mMassDistribType;
void processParams();
friend class ModuleBasicIosImpl;
friend class BasicIosActorImpl;
friend class BasicIosActorCPU;
friend class BasicIosActorGPU;
template <class T_Module, class T_Asset, class T_AssetAuthoring> friend class nvidia::apex::ApexAuthorableObject;
friend class BasicIosAuthorableObject;
};
#ifndef WITHOUT_APEX_AUTHORING
class BasicIosAssetAuthoringImpl : public BasicIosAssetAuthoring, public ApexAssetAuthoring, public BasicIosAssetImpl
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
BasicIosAssetAuthoringImpl(ModuleBasicIosImpl* module, ResourceList& list);
BasicIosAssetAuthoringImpl(ModuleBasicIosImpl* module, ResourceList& list, const char* name);
BasicIosAssetAuthoringImpl(ModuleBasicIosImpl* module, ResourceList& list, NvParameterized::Interface* params, const char* name);
virtual void release();
const char* getName(void) const
{
return BasicIosAssetImpl::getName();
}
const char* getObjTypeName() const
{
return BasicIosAssetImpl::getClassName();
}
virtual bool prepareForPlatform(nvidia::apex::PlatformTag)
{
APEX_INVALID_OPERATION("Not Implemented.");
return false;
}
void setToolString(const char* toolName, const char* toolVersion, uint32_t toolChangelist)
{
ApexAssetAuthoring::setToolString(toolName, toolVersion, toolChangelist);
}
void setParticleRadius(float radius)
{
mParams->particleRadius = radius;
}
void setRestDensity(float density)
{
mParams->restDensity = density;
}
void setMaxInjectedParticleCount(float count)
{
mParams->maxInjectedParticleCount = count;
}
void setMaxParticleCount(uint32_t count)
{
mParams->maxParticleCount = count;
}
void setParticleMass(float mass)
{
mParams->particleMass.center = mass;
}
void setCollisionGroupName(const char* collisionGroupName);
void setCollisionGroupMaskName(const char* collisionGroupMaskName);
NvParameterized::Interface* getNvParameterized() const
{
return (NvParameterized::Interface*)getAssetNvParameterized();
}
/**
* \brief Releases the ApexAsset but returns the NvParameterized::Interface and *ownership* to the caller.
*/
virtual NvParameterized::Interface* releaseAndReturnNvParameterizedInterface(void)
{
NvParameterized::Interface* ret = mParams;
mParams = NULL;
release();
return ret;
}
};
#endif
}
} // namespace nvidia
#endif // BASIC_IOS_ASSET_IMPL_H
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