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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 __PARTICLE_IOS_ACTOR_CPU_H__
#define __PARTICLE_IOS_ACTOR_CPU_H__
#include "Apex.h"
#include "ParticleIosActorImpl.h"
#include "ParticleIosAssetImpl.h"
#include "InstancedObjectSimulationIntl.h"
#include "ParticleIosScene.h"
#include "ApexActor.h"
#include "ApexContext.h"
#include "ApexFIFO.h"
#include "PxTask.h"
namespace nvidia
{
namespace iofx
{
class RenderVolume;
class IofxAsset;
}
namespace pxparticleios
{
class ParticleIosActorCPU : public ParticleIosActorImpl
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
ParticleIosActorCPU(ResourceList&, ParticleIosAssetImpl&, ParticleIosScene&, IofxAsset&);
~ParticleIosActorCPU();
virtual PxTaskID submitTasks(PxTaskManager* tm);
virtual void setTaskDependencies(PxTaskID taskStartAfterID, PxTaskID taskFinishBeforeID);
private:
/* Internal utility functions */
void simulateParticles();
static const uint32_t HISTOGRAM_BIN_COUNT = 1024;
uint32_t computeHistogram(uint32_t dataCount, float dataMin, float dataMax, uint32_t& bound);
/* particle data (output to the IOFX actors, and some state) */
struct NewParticleData
{
uint32_t destIndex;
PxVec3 position;
PxVec3 velocity;
};
physx::Array<uint32_t> mNewIndices;
physx::Array<uint32_t> mRemovedParticleList;
physx::Array<NewParticleData> mAddedParticleList;
physx::PxParticleExt::IndexPool* mIndexPool;
/* Field sampler update velocity */
physx::Array<uint32_t> mUpdateIndexBuffer;
physx::Array<PxVec3> mUpdateVelocityBuffer;
class SimulateTask : public PxTask
{
public:
SimulateTask(ParticleIosActorCPU& actor) : mActor(actor) {}
const char* getName() const
{
return "ParticleIosActorCPU::SimulateTask";
}
void run()
{
mActor.simulateParticles();
}
protected:
ParticleIosActorCPU& mActor;
private:
SimulateTask& operator=(const SimulateTask&);
};
SimulateTask mSimulateTask;
nvidia::apex::ApexCpuInplaceStorage mSimulationStorage;
friend class ParticleIosAssetImpl;
};
}
} // namespace nvidia
#endif // __PARTICLE_IOS_ACTOR_CPU_H__
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