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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_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
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