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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /samples/SampleBase/physx/PhysXController.h
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'samples/SampleBase/physx/PhysXController.h')
-rw-r--r--samples/SampleBase/physx/PhysXController.h67
1 files changed, 47 insertions, 20 deletions
diff --git a/samples/SampleBase/physx/PhysXController.h b/samples/SampleBase/physx/PhysXController.h
index 625de0c..4692bad 100644
--- a/samples/SampleBase/physx/PhysXController.h
+++ b/samples/SampleBase/physx/PhysXController.h
@@ -1,12 +1,30 @@
-/*
-* 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.
-*/
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, 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. 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 (c) 2008-2017 NVIDIA Corporation. All rights reserved.
+
#ifndef PHYSX_CONTROLLER_H
#define PHYSX_CONTROLLER_H
@@ -15,8 +33,6 @@
#include <DirectXMath.h>
#include "DebugRenderBuffer.h"
#include "PxFiltering.h"
-#include "PxDefaultAllocator.h"
-#include "PxDefaultErrorCallback.h"
#include <set>
#include <map>
@@ -32,8 +48,6 @@ namespace physx
{
class PxCpuDispatcher;
class PxFoundation;
-class PxDefaultAllocator;
-class PxDefaultErrorCallback;
class PxPhysics;
class PxCooking;
class PxPvd;
@@ -95,16 +109,17 @@ class PhysXController : public ISampleController
//////// virtual callbacks ////////
- virtual void onInitialize();
- virtual void onTerminate();
-
- virtual void Animate(double dt);
+ virtual void onInitialize() override;
+ virtual void onTerminate() override;
virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
//////// public API ////////
+ void simulationBegin(float dt);
+ void simualtionSyncEnd();
+
void getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir);
// wrappers to physx calls
@@ -138,6 +153,9 @@ class PhysXController : public ISampleController
void notifyRigidDynamicDestroyed(PxRigidDynamic*);
+ void explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse);
+ void explodeDelayed(PxVec3 worldPos, float damageRadius, float explosiveImpulse);
+
void drawUI();
//////// public getters ////////
@@ -219,6 +237,7 @@ class PhysXController : public ISampleController
void releasePhysXPrimitives();
void updateActorTransforms();
void updateDragging(double dt);
+ void processExplosionQueue();
//////// used controllers ////////
@@ -233,8 +252,6 @@ class PhysXController : public ISampleController
// PhysX
PxFoundation* m_foundation;
- PxDefaultAllocator m_allocator;
- PxDefaultErrorCallback m_errorCallback;
PxPhysics* m_physics;
PxCooking* m_cooking;
PxPvd* m_pvd;
@@ -255,9 +272,10 @@ class PhysXController : public ISampleController
RenderMaterial* m_physXPrimitiveTransparentRenderMaterial;
// simulation
+ bool m_isSimulating;
bool m_gpuPhysicsAvailable;
bool m_useGPUPhysics;
- double m_lastSimulationTime;
+ double m_lastSimulationTime;
LARGE_INTEGER m_performanceFreq;
bool m_paused;
bool m_useFixedTimeStep;
@@ -280,6 +298,15 @@ class PhysXController : public ISampleController
// Performance writer
PerformanceDataWriter* m_perfWriter;
+ // explosion
+ struct ExplosionData
+ {
+ PxVec3 worldPos;
+ float damageRadius;
+ float explosiveImpulse;
+ };
+
+ std::vector<ExplosionData> m_explosionQueue;
};