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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 __PARTICLES_SCENE_H__
#define __PARTICLES_SCENE_H__
#include "Apex.h"
#include "PairFilter.h"
#include "ModuleParticlesImpl.h"
#include "ApexResource.h"
#include "ApexContext.h"
#include "ApexSDKHelpers.h"
#include "RenderDebugInterface.h"
#include "ApexSDKIntl.h"
#include "ModuleIntl.h"
#include "DebugRenderParams.h"
#include "ParticlesDebugRenderParams.h"
#include "PxTask.h"
namespace nvidia
{
namespace apex
{
class SceneIntl;
}
namespace emitter
{
class EmitterActor;
class EmitterAsset;
}
namespace particles
{
class ModuleParticlesImpl;
#define EMITTER_FORGET_TIME 30
class EmitterPool
{
public:
EmitterPool()
{
mEmitter = NULL;
mEmitterTime = 0;
}
EmitterPool(EmitterActor* emitterActor, float simTime);
~EmitterPool()
{
}
bool process(float simTime);
void releaseEmitter();
EmitterActor* mEmitter;
float mEmitterTime;
};
typedef Array< EmitterPool > EmitterPoolVector;
class ParticlesScene : public ModuleSceneIntl, public ApexContext, public ApexResourceInterface, public ApexResource
{
public:
ParticlesScene(ModuleParticlesImpl& module, SceneIntl& scene, RenderDebugInterface* renderDebug, ResourceList& list);
~ParticlesScene();
/* ModuleSceneIntl */
void updateActors(float deltaTime);
void submitTasks(float elapsedTime, float substepSize, uint32_t numSubSteps);
virtual void updateFromSimulate(float dt);
virtual void visualize();
virtual void fetchResults();
virtual void fetchResultsPostRenderUnlock();
virtual void setModulePhysXScene(PxScene* s);
virtual PxScene* getModulePhysXScene() const
{
return mPhysXScene;
}
virtual Module* getModule()
{
return mModule;
}
bool lockRenderResources()
{
renderLockAllActors(); // Lock options not implemented yet
return true;
}
bool unlockRenderResources()
{
renderUnLockAllActors(); // Lock options not implemented yet
return true;
}
/* ApexResourceInterface */
uint32_t getListIndex() const
{
return m_listIndex;
}
void setListIndex(ResourceList& list, uint32_t index)
{
m_listIndex = index;
m_list = &list;
}
virtual void release()
{
mModule->releaseModuleSceneIntl(*this);
}
virtual SceneStats* getStats()
{
return NULL;
}
SceneIntl* mApexScene;
ModuleParticlesImpl* getModuleParticles() const
{
return mModule;
}
void addToEmitterPool(EmitterActor* emitterActor);
EmitterActor* getEmitterFromPool(EmitterAsset* assert);
void resetEmitterPool();
private:
void destroy();
ModuleParticlesImpl* mModule;
PxScene* mPhysXScene;
RenderDebugInterface* mRenderDebug;
DebugRenderParams* mDebugRenderParams;
ParticlesDebugRenderParams* mParticlesDebugRenderParams;
class TaskUpdate : public PxTask
{
public:
TaskUpdate(ParticlesScene& owner) : mOwner(owner) {}
const char* getName() const
{
return "ParticlesScene::Update";
}
void run();
protected:
ParticlesScene& mOwner;
private:
TaskUpdate& operator=(const TaskUpdate&);
};
TaskUpdate mUpdateTask;
friend class ModuleParticlesImpl;
friend class ParticlesActor;
friend class TaskUpdate;
float mCheckTime;
float mSimTime;
EmitterPoolVector mEmitterPool;
};
}
} // end namespace nvidia
#endif
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