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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef __GROUND_EMITTER_ACTOR_IMPL_H__
#define __GROUND_EMITTER_ACTOR_IMPL_H__
#include "GroundEmitterActor.h"
#include "GroundEmitterAssetImpl.h"
#include "EmitterScene.h"
#include "ApexActor.h"
#include "ApexFIFO.h"
#include "ApexSharedUtils.h"
#include "PsUserAllocated.h"
#include "PxPlane.h"
namespace nvidia
{
namespace emitter
{
template<typename T>
struct ApexVec2
{
T x;
T y;
};
class InjectorData : public UserAllocated
{
public:
virtual ~InjectorData()
{
}
IosInjectorIntl* mInjector; // For emitting
float mObjectRadius;
ApexSimpleString iofxAssetName;
ApexSimpleString iosAssetName;
physx::Array<IosNewObject> particles;
class InjectTask : public PxTask
{
public:
InjectTask() {}
void run();
const char* getName() const
{
return "GroundEmitterActor::InjectTask";
}
GroundEmitterActorImpl* mActor;
InjectorData* mData;
};
void initTask(GroundEmitterActorImpl& actor, InjectorData& data)
{
mTask.mActor = &actor;
mTask.mData = &data;
}
InjectTask mTask;
};
struct MaterialData
{
physx::Array<uint32_t> injectorIndices;
physx::Array<float> accumWeights;
physx::Array<float> maxSlopeAngles;
uint32_t chooseIOFX(float& maxSlopeAngle, QDSRand& rand)
{
PX_ASSERT(injectorIndices.size() == accumWeights.size());
float u = rand.getScaled(0, accumWeights.back());
for (uint32_t i = 0; i < accumWeights.size(); i++)
{
if (u <= accumWeights[i])
{
maxSlopeAngle = maxSlopeAngles[i];
return injectorIndices[i];
}
}
PX_ALWAYS_ASSERT();
return (uint32_t) - 1;
}
};
class GroundEmitterActorImpl : public GroundEmitterActor, public EmitterActorBase, public ApexResourceInterface, public ApexResource, public ApexRWLockable
{
private:
GroundEmitterActorImpl& operator=(const GroundEmitterActorImpl&);
public:
APEX_RW_LOCKABLE_BOILERPLATE
GroundEmitterActorImpl(const GroundEmitterActorDesc&, GroundEmitterAssetImpl&, ResourceList&, EmitterScene&);
~GroundEmitterActorImpl();
Renderable* getRenderable()
{
return NULL;
}
Actor* getActor()
{
return this;
}
void removeActorAtIndex(uint32_t index);
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, ApexResource */
void release();
uint32_t getListIndex() const
{
return m_listIndex;
}
void setListIndex(class ResourceList& list, uint32_t index)
{
m_list = &list;
m_listIndex = index;
}
/* EmitterActorBase */
void destroy();
Asset* getOwner() const;
void visualize(RenderDebugInterface& renderDebug);
void setPhysXScene(PxScene*);
PxScene* getPhysXScene() const
{
return mPxScene;
}
PxScene* mPxScene;
void submitTasks();
void setTaskDependencies();
void fetchResults();
GroundEmitterAsset* getEmitterAsset() const;
const PxMat44 getPose() const;
void setPose(const PxMat44& pos);
const PxVec3& getPosition() const
{
return mLocalPlayerPosition;
}
void setPosition(const PxVec3& pos);
const PxTransform& getRotation() const
{
return mPose;
}
void setRotation(const PxTransform& rotation);
const PxVec3 &getVelocityLow() const
{
return mAsset->getVelocityLow();
}
const PxVec3 &getVelocityHigh() const
{
return mAsset->getVelocityHigh();
}
const float &getLifetimeLow() const
{
return mAsset->getLifetimeLow();
}
const float &getLifetimeHigh() const
{
return mAsset->getLifetimeHigh();
}
uint32_t getRaycastCollisionGroups() const
{
READ_ZONE();
return mRaycastCollisionGroups;
}
void setRaycastCollisionGroups(uint32_t g)
{
WRITE_ZONE();
mRaycastCollisionGroups = g;
}
const physx::PxFilterData* getRaycastCollisionGroupsMask() const
{
READ_ZONE();
return mShouldUseGroupsMask ? &mRaycastCollisionGroupsMask : NULL;
}
void setRaycastCollisionGroupsMask(physx::PxFilterData*);
void setMaterialLookupCallback(MaterialLookupCallback* mlc)
{
WRITE_ZONE();
mMaterialCallback = mlc;
}
MaterialLookupCallback* getMaterialLookupCallback() const
{
READ_ZONE();
return mMaterialCallback;
}
void setAttachActor(PxActor* a)
{
WRITE_ZONE();
mAttachActor = a;
}
const PxActor* getAttachActor() const
{
READ_ZONE();
return mAttachActor;
}
PxActor* mAttachActor;
void setAttachRelativePosition(const PxVec3& pos)
{
WRITE_ZONE();
mAttachRelativePosition = pos;
}
const PxVec3& getAttachRelativePosition() const
{
READ_ZONE();
return mAttachRelativePosition;
}
bool addMeshForGroundMaterial(const MaterialFactoryMappingDesc&, const EmitterLodParamDesc&);
void setDensity(const float& d)
{
READ_ZONE();
mDensity = d;
}
void setMaxRaycastsPerFrame(uint32_t m)
{
WRITE_ZONE();
mMaxNumRaycastsPerFrame = m;
}
void setRaycastHeight(float h)
{
WRITE_ZONE();
mRaycastHeight = h;
}
void setSpawnHeight(float h)
{
WRITE_ZONE();
mSpawnHeight = h;
}
void setRadius(float);
void setPreferredRenderVolume(nvidia::apex::RenderVolume*);
const float &getDensity() const
{
READ_ZONE();
return mDensity;
}
float getRadius() const
{
READ_ZONE();
return mRadius;
}
uint32_t getMaxRaycastsPerFrame() const
{
READ_ZONE();
return mMaxNumRaycastsPerFrame;
}
float getRaycastHeight() const
{
READ_ZONE();
return mRaycastHeight;
}
float getSpawnHeight() const
{
READ_ZONE();
return mSpawnHeight;
}
void setSeed(uint32_t seed)
{
mRand.setSeed(seed);
}
protected:
/* internal methods */
void submitRaycasts();
void injectParticles(InjectorData& data);
void refreshCircle(bool edgeOnly);
void tick();
bool onRaycastQuery(uint32_t nbHits, const physx::PxRaycastHit* hits);
GroundEmitterAssetImpl* mAsset;
EmitterScene* mScene;
/* Actor modifiable versions of asset data */
float mDensity;
float mRadius;
uint32_t mMaxNumRaycastsPerFrame;
float mRaycastHeight;
float mSpawnHeight;
PxVec3 mLocalUpDirection;
PxTransform mPose;
PxTransform mInversePose;
uint32_t mRaycastCollisionGroups;
physx::PxFilterData mRaycastCollisionGroupsMask;
PxVec3 mAttachRelativePosition;
MaterialLookupCallback* mMaterialCallback;
physx::Array<MaterialLookupCallback::MaterialRequest> mMaterialRequestArray;
/* Actor local data */
Bank<MaterialData, uint16_t> mPerMaterialData;
physx::Array<InjectorData*> mInjectorList;
physx::Array<InstancedObjectSimulationIntl*> mIosList;
float mGridCellSize;
uint32_t mTotalElapsedTimeMs;
struct RaycastVisInfo
{
PxVec3 rayStart;
uint32_t timeSubmittedMs; // running time in milliseconds (should last for 50 days or so)
};
physx::Array<RaycastVisInfo> mVisualizeRaycastsList;
// use FIFO so it does the earliest (that are probably the closest to the player first)
ApexFIFO<PxVec3> mToRaycast;
physx::Array<uint32_t> mCellLastRefreshSteps;
uint32_t mSimulationSteps;
ApexVec2<int32_t> mNextGridCell;
/* runtime state members */
PxVec3 mLocalPlayerPosition;
PxVec3 mWorldPlayerPosition;
PxVec3 mOldLocalPlayerPosition; // used to determine when to clear per cell step counts
float mStepsize;
PxPlane mHorizonPlane;
float mCurrentDensity;
float mRadius2;
float mCircleArea;
bool mShouldUseGroupsMask;
float mMaxStepSize;
bool mRefreshFullCircle;
nvidia::Mutex mInjectorDataLock;
nvidia::QDSRand mRand;
class GroundEmitterTickTask : public PxTask
{
public:
GroundEmitterTickTask(GroundEmitterActorImpl& actor) : mActor(actor) {}
const char* getName() const
{
return "GroundEmitterActor::TickTask";
}
void run()
{
mActor.tick();
}
protected:
GroundEmitterActorImpl& mActor;
private:
GroundEmitterTickTask& operator=(const GroundEmitterTickTask&);
};
GroundEmitterTickTask mTickTask;
friend class InjectorData::InjectTask;
friend class QueryReport;
};
}
} // end namespace nvidia
#endif
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