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// 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) 2008-2020 NVIDIA Corporation. All rights reserved.
#ifndef SAMPLE_H
#define SAMPLE_H
#include "PxTransform.h"
#include <string>
#include <vector>
struct AssetList
{
struct BoxAsset
{
BoxAsset() : staticHeight(-std::numeric_limits<float>().infinity()),
jointAllBonds(false), extents(20, 20, 20), bondFlags(7)
{}
struct Level
{
Level() :x(0), y(0), z(0), isSupport(0) {};
int x, y, z;
bool isSupport;
};
std::string id;
std::string name;
physx::PxVec3 extents;
float staticHeight;
bool jointAllBonds;
std::vector<Level> levels;
uint32_t bondFlags;
};
struct ModelAsset
{
ModelAsset() : isSkinned(false), transform(physx::PxIdentity)
{}
std::string id;
std::string file;
std::string name;
physx::PxTransform transform;
bool isSkinned;
};
struct CompositeAsset
{
CompositeAsset() : transform(physx::PxIdentity)
{}
struct AssetRef
{
std::string id;
physx::PxTransform transform;
};
struct Joint
{
int32_t assetIndices[2];
uint32_t chunkIndices[2];
physx::PxVec3 attachPositions[2];
};
std::string id;
std::string name;
physx::PxTransform transform;
std::vector<AssetRef> assetRefs;
std::vector<Joint> joints;
};
std::vector<ModelAsset> models;
std::vector<CompositeAsset> composites;
std::vector<BoxAsset> boxes;
};
struct SampleConfig
{
std::wstring sampleName;
std::string assetsFile;
std::vector<std::string> additionalResourcesDir;
AssetList additionalAssetList;
};
int runSample(const SampleConfig& config);
#endif //SAMPLE_H
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