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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 PHYSX_CONTROLLER_H
+#define PHYSX_CONTROLLER_H
+
+#include "SampleManager.h"
+#include <DirectXMath.h>
+#include "DebugRenderBuffer.h"
+#include "PxFiltering.h"
+#include "PxDefaultAllocator.h"
+#include "PxDefaultErrorCallback.h"
+#include <set>
+#include <map>
+
+
+using namespace physx;
+
+class PerformanceDataWriter;
+class RenderMaterial;
+class Renderable;
+class IRenderMesh;
+
+namespace physx
+{
+class PxCpuDispatcher;
+class PxFoundation;
+class PxDefaultAllocator;
+class PxDefaultErrorCallback;
+class PxPhysics;
+class PxCooking;
+class PxPvd;
+class PxCudaContextManager;
+class PxDefaultCpuDispatcher;
+}
+
+
+/**
+SampleController which manages all the PhysX related work:
+1. initialization, scene updates, release.
+2. it can create update and render physx primitives. They are represented by PhysXController::Actor, see public API.
+3. provides ability to drag actors by mouse or other similar input
+
+NOTE: this class does too much, probably should be split in a few smaller ones.
+*/
+class PhysXController : public ISampleController
+{
+ public:
+
+ //////// Actor ////////
+
+ class Actor
+ {
+ public:
+
+ Actor(PhysXController* controller, PxRigidActor* actor, bool ownPxActor = true);
+ ~Actor();
+
+ void setColor(DirectX::XMFLOAT4 color);
+ DirectX::XMFLOAT4 getColor() const { return m_color; }
+
+ bool isHidden() { return m_hidden; }
+ void setHidden(bool hidden);
+
+ void update();
+ PxRigidActor* getActor() const { return m_actor; }
+
+ bool ownsPxActor() const { return m_ownPxActor; }
+
+ private:
+ PhysXController* m_controller;
+ PxRigidActor* m_actor;
+ std::vector<PxShape*> m_shapes;
+
+ std::vector<Renderable*> m_renderables;
+ DirectX::XMFLOAT4 m_color;
+
+ bool m_hidden;
+ bool m_ownPxActor;
+ };
+
+
+ //////// ctor ////////
+
+ PhysXController(PxSimulationFilterShader filterShader);
+ virtual ~PhysXController();
+
+
+ //////// virtual callbacks ////////
+
+ virtual void onInitialize();
+ virtual void onTerminate();
+
+ virtual void Animate(double dt);
+
+ virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
+
+
+ //////// public API ////////
+
+ void getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir);
+
+ // wrappers to physx calls
+ PxRigidDynamic* createRigidDynamic(const PxTransform& transform);
+ void releaseRigidDynamic(PxRigidDynamic*);
+
+ Actor* spawnPhysXPrimitiveBox(const PxTransform& position, PxVec3 extents = PxVec3(1, 1, 1), float density = 2000.0f);
+ Actor* spawnPhysXPrimitivePlane(const PxPlane& plane);
+ Actor* spawnPhysXPrimitive(PxRigidActor* actor, bool addToScene = true, bool ownPxActor = true);
+ void removePhysXPrimitive(Actor*);
+
+ IRenderMesh* getConvexRenderMesh(const PxConvexMesh* mesh);
+ IRenderMesh* getRenderMeshForShape(const PxShape* shape);
+ PxVec3 getMeshScaleForShape(const PxShape* shape);
+
+ void removeUnownedPhysXActors();
+
+ bool isPaused() const
+ {
+ return m_paused;
+ }
+
+ void setPaused(bool paused)
+ {
+ m_paused = paused;
+ }
+
+ void setDraggingEnabled(bool enabled);
+ bool getDraggingEnabled() const { return m_draggingEnabled; }
+ void resetDragging();
+
+ void notifyRigidDynamicDestroyed(PxRigidDynamic*);
+
+ void drawUI();
+
+ //////// public getters ////////
+
+ double getLastSimulationTime() const
+ {
+ return m_lastSimulationTime;
+ }
+
+ RenderMaterial* getPrimitiveRenderMaterial()
+ {
+ return m_physXPrimitiveRenderMaterial;
+ }
+
+ PxPhysics& getPhysics() const
+ {
+ return *m_physics;
+ }
+
+ PxScene& getPhysXScene() const
+ {
+ return *m_physicsScene;
+ }
+
+ PxMaterial* getDefaultMaterial() const
+ {
+ return m_defaultMaterial;
+ }
+
+ PxCooking& getCooking() const
+ {
+ return *m_cooking;
+ }
+
+ PxDefaultCpuDispatcher* getCPUDispatcher() const
+ {
+ return m_dispatcher;
+ }
+
+ void setPerformanceWriter(PerformanceDataWriter* perfWriter)
+ {
+ m_perfWriter = perfWriter;
+ }
+
+ bool getGPUPhysicsAvailable() const
+ {
+ return m_gpuPhysicsAvailable;
+ }
+
+ void setUseGPUPhysics(bool useGPUPhysics);
+
+ bool getUseGPUPhysics() const
+ {
+ return m_useGPUPhysics;
+ }
+
+ const PxVec3& getDragActorHookLocalPoint() const
+ {
+ return m_draggingActorHookLocalPoint;
+ }
+
+ const PxVec3& getDragVector() const
+ {
+ return m_dragVector;
+ }
+
+ PxRigidDynamic* getDraggingActor() const
+ {
+ return m_draggingActor;
+ }
+
+ private:
+ //////// internal methods ////////
+
+ void initPhysX();
+ void releasePhysX();
+
+ void initPhysXPrimitives();
+ void releasePhysXPrimitives();
+ void updateActorTransforms();
+ void updateDragging(double dt);
+
+
+ //////// used controllers ////////
+
+ Renderer& getRenderer() const
+ {
+ return getManager()->getRenderer();
+ }
+
+
+ //////// internal data ////////
+
+ // PhysX
+ PxFoundation* m_foundation;
+ PxDefaultAllocator m_allocator;
+ PxDefaultErrorCallback m_errorCallback;
+ PxPhysics* m_physics;
+ PxCooking* m_cooking;
+ PxPvd* m_pvd;
+ PxCudaContextManager* m_cudaContext;
+ PxDefaultCpuDispatcher* m_dispatcher;
+ PxMaterial* m_defaultMaterial;
+ PxSimulationFilterShader m_filterShader;
+ PxScene* m_physicsScene;
+
+ // PhysX API related
+ std::vector<PxActor*> m_physXActorsToRemove;
+
+ // primitives/actors
+ std::set<Actor*> m_actors;
+ std::map<const PxConvexMesh*, IRenderMesh*> m_convexRenderMeshes;
+ RenderMaterial* m_physXPrimitiveRenderMaterial;
+ RenderMaterial* m_physXPlaneRenderMaterial;
+ RenderMaterial* m_physXPrimitiveTransparentRenderMaterial;
+
+ // simulation
+ bool m_gpuPhysicsAvailable;
+ bool m_useGPUPhysics;
+ double m_lastSimulationTime;
+ LARGE_INTEGER m_performanceFreq;
+ bool m_paused;
+ bool m_useFixedTimeStep;
+ float m_fixedTimeStep;
+ float m_timeAccumulator;
+ uint32_t m_substepCount;
+ int32_t m_maxSubstepCount;
+
+ // dragging
+ bool m_draggingEnabled;
+ PxRigidDynamic* m_draggingActor;
+ PxVec3 m_draggingActorHookLocalPoint;
+ PxVec3 m_dragAttractionPoint;
+ PxVec3 m_dragVector;
+ float m_dragDistance;
+ DebugRenderBuffer m_dragDebugRenderBuffer;
+ PxVec3 m_draggingActorLastHookWorldPoint;
+ bool m_draggingTryReconnect;
+
+ // Performance writer
+ PerformanceDataWriter* m_perfWriter;
+
+
+};
+
+#endif