aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/module/pxparticleios/include/ParticleIosAssetImpl.h
blob: daea8d917037e3c77392a3b2b0553d8313878616 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
/*
 * 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_ASSET_IMPL_H
#define PARTICLE_IOS_ASSET_IMPL_H

#include "Apex.h"
#include "iofx/IofxAsset.h"
#include "ParticleIosAsset.h"
#include "InstancedObjectSimulationIntl.h"
#include "ApexSDKHelpers.h"
#include "ApexAssetAuthoring.h"
#include "ApexString.h"
#include "ResourceProviderIntl.h"
#include "ApexAuthorableObject.h"
#include "ParticleIosAssetParam.h"
#include "ApexAssetTracker.h"
#include "ApexUsingNamespace.h"
#include "ApexRWLockable.h"
#include "ReadCheck.h"
#include "WriteCheck.h"
#include "ApexAuthorableObject.h"

namespace nvidia
{

namespace iofx
{
class IofxAsset;
}

namespace pxparticleios
{

class ModuleParticleIosImpl;
class ParticleIosActorImpl;


/**
\brief Descriptor needed to create a ParticleIOS Actor
*/
class ParticleIosActorDesc : 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 ParticleIosActorDesc() : 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 ParticleIosAssetImpl : public ParticleIosAsset,
	public ApexResourceInterface,
	public ApexResource,
	public ApexRWLockable
{
	friend class ParticleIosAssetDummyAuthoring;
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	ParticleIosAssetImpl(ModuleParticleIosImpl*, ResourceList&, const char*);
	ParticleIosAssetImpl(ModuleParticleIosImpl* module, ResourceList&, NvParameterized::Interface*, const char*);
	~ParticleIosAssetImpl();

	// Asset
	void							release();
	const char*						getName(void) const
	{
		return mName.c_str();
	}
	AuthObjTypeID					getObjTypeID() const
	{
		return mAssetTypeID;
	}
	const char* 					getObjTypeName() const
	{
		return getClassName();
	}
	uint32_t					forceLoadAssets();

	Actor*					createIosActor(Scene& scene, IofxAsset* iofxAsset);
	void							releaseIosActor(Actor&);
	bool							getSupportsDensity() const
	{
		READ_ZONE();
		return mParams->DensityBuffer;
	}
	bool							isValidForActorCreation(const ::NvParameterized::Interface& /*actorParams*/, Scene& /*apexScene*/) const
	{
		return true;
	}

	bool							isDirty() const
	{
		return false;
	}


	// Private API for this module only
	ParticleIosActorImpl*               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				{ return mParams->restDensity; }
	float					getMaxInjectedParticleCount() const
	{
		READ_ZONE();
		return mParams->maxInjectedParticleCount;
	}
	uint32_t					getMaxParticleCount() const
	{
		READ_ZONE();
		return mParams->maxParticleCount;
	}
	const char*							getParticleTypeClassName() const
	{
		return mParams->particleType->className();
	}
	const ParticleIosAssetParam* getParticleDesc() const
	{
		return mParams;
	}
	float					getParticleMass() const
	{
		READ_ZONE();
		return mParams->particleMass;
	}

	const NvParameterized::Interface* getAssetNvParameterized() const
	{
		READ_ZONE();
		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()
	{
		READ_ZONE();
		APEX_INVALID_OPERATION("Not yet implemented!");
		return NULL;
	}

	NvParameterized::Interface* getDefaultAssetPreviewDesc()
	{
		READ_ZONE();
		APEX_INVALID_OPERATION("Not yet implemented!");
		return NULL;
	}

	virtual Actor* createApexActor(const NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/)
	{
		WRITE_ZONE();
		APEX_INVALID_OPERATION("Not yet implemented!");
		return NULL;
	}

	virtual AssetPreview* createApexAssetPreview(const NvParameterized::Interface& /*params*/, AssetPreviewScene* /*previewScene*/)
	{
		WRITE_ZONE();
		APEX_INVALID_OPERATION("Not yet implemented!");
		return NULL;
	}

protected:
	virtual void					destroy();

	static AuthObjTypeID			mAssetTypeID;
	static const char* 				getClassName()
	{
		return PARTICLE_IOS_AUTHORING_TYPE_NAME;
	}

	ResourceList					mIosActorList;

	ModuleParticleIosImpl*				mModule;
	ApexSimpleString				mName;

	ParticleIosAssetParam*			mParams;

	friend class ModuleParticleIosImpl;
	friend class ParticleIosActorImpl;
	friend class ParticleIosActorCPU;
	friend class ParticleIosActorGPU;
	template <class T_Module, class T_Asset, class T_AssetAuthoring> friend class nvidia::apex::ApexAuthorableObject;
	friend class ParticleIosAuthorableObject;
};

#ifndef WITHOUT_APEX_AUTHORING
class ParticleIosAssetAuthoringImpl : public ParticleIosAssetAuthoring, public ApexAssetAuthoring, public ParticleIosAssetImpl
{
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	ParticleIosAssetAuthoringImpl(ModuleParticleIosImpl* module, ResourceList& list);
	ParticleIosAssetAuthoringImpl(ModuleParticleIosImpl* module, ResourceList& list, const char* name);
	ParticleIosAssetAuthoringImpl(ModuleParticleIosImpl* module, ResourceList& list, NvParameterized::Interface* params, const char* name);

	virtual void	release();

	const char* 	getName(void) const
	{
		READ_ZONE();
		return mName.c_str();
	}
	const char* 	getObjTypeName() const
	{
		READ_ZONE();
		return ParticleIosAssetImpl::getClassName();
	}
	virtual bool	prepareForPlatform(nvidia::apex::PlatformTag)
	{
		WRITE_ZONE();
		APEX_INVALID_OPERATION("Not Implemented.");
		return false;
	}
	void			setToolString(const char* toolName, const char* toolVersion, uint32_t toolChangelist)
	{
		WRITE_ZONE();
		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 = 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 // PARTICLE_IOS_ASSET_IMPL_H