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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and 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 _OCEAN_VESSEL_H
#define _OCEAN_VESSEL_H
#include <D3DX10.h>
#include "GFSDK_WaveWorks_Types.h"
class OceanVessel
{
public:
OceanVessel();
~OceanVessel();
HRESULT init(FLOAT w, FLOAT h, FLOAT l);
void updateVesselMotion(GFSDK_WaveWorks_SimulationHandle hSim, FLOAT sea_level, FLOAT time_delta, FLOAT water_scale);
void renderVessel(const CBaseCamera& camera);
void setPosition(D3DXVECTOR2 pos);
void setHeading(D3DXVECTOR2 heading);
const D3DXMATRIX* getCameraXform() const { return &m_CameraToWorld; }
private:
// ---------------------------------- GPU shading data ------------------------------------
// D3D objects
ID3D10Device* m_pd3dDevice;
ID3D10Buffer* m_pIB;
ID3D10Buffer* m_pVB;
ID3D10InputLayout* m_pLayout;
UINT m_NumTris;
UINT m_NumVerts;
ID3D10Effect* m_pFX;
ID3D10EffectTechnique* m_pRenderTechnique;
ID3D10EffectMatrixVariable* m_pMatWorldViewProjVariable;
D3DXVECTOR2 m_Position;
D3DXVECTOR2 m_Heading;
FLOAT m_Draft;
FLOAT m_KeelLength;
FLOAT m_Beam;
// Dynamic state
FLOAT m_Pitch;
FLOAT m_PitchRate;
FLOAT m_Roll;
FLOAT m_RollRate;
FLOAT m_Height;
FLOAT m_HeightRate;
UINT m_DynamicsCountdown;
void ResetDynamicState();
FLOAT m_PitchSpringConstant;
FLOAT m_PitchDampingConstant;
FLOAT m_RollSpringConstant;
FLOAT m_RollDampingConstant;
FLOAT m_HeightSpringConstant;
FLOAT m_HeightDampingConstant;
D3DXMATRIX m_CameraToWorld;
D3DXMATRIX m_LocalToWorld;
};
#endif // _OCEAN_VESSEL_H
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