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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /KaplaDemo/samples/sampleViewer3/CrabManager.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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) 2008-2014 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef CRAB_MANAGER_H
+#define CRAB_MANAGER_H
+
+#include "foundation/Px.h"
+#include "foundation/PxSimpleTypes.h"
+#include "common/PxPhysXCommonConfig.h"
+#include "PsSync.h"
+#include "CmTask.h"
+#include "PsArray.h"
+
+class SceneCrab;
+class Crab;
+class Compound;
+struct ShaderMaterial;
+class ShaderShadow;
+class CrabManager;
+
+
+class CompletionTask : public physx::Cm::Task
+{
+ physx::shdfnd::Sync& mSync;
+
+public:
+
+ CompletionTask(physx::shdfnd::Sync& sync) : mSync(sync)
+ {
+ }
+
+ virtual void runInternal() { mSync.set(); }
+
+ virtual const char* getName() const { return "CrabCompletionTask"; }
+};
+
+class CrabUpdateStateTask : public physx::Cm::Task
+{
+public:
+ CrabManager* mCrabManager;
+ physx::PxU32 mStartIndex;
+ physx::PxU32 mEndIndex;
+
+
+ CrabUpdateStateTask(CrabManager* crabManager, const physx::PxU32 startIndex, const physx::PxU32 endIndex) :
+ mCrabManager(crabManager), mStartIndex(startIndex), mEndIndex(endIndex)
+ {
+ }
+
+ virtual void runInternal();
+
+
+ virtual const char* getName() const { return "CrabCompletionTask"; }
+};
+
+class CrabManager
+{
+public:
+ CrabManager();
+ ~CrabManager();
+
+ void initialize(const physx::PxU32 nbCrabs);
+ void setCrabScene(SceneCrab* sceneCrab) { mSceneCrab = sceneCrab; }
+
+ void createCrab(const physx::PxVec3& crabPos, const physx::PxReal crabDepth, const physx::PxReal scale, const physx::PxReal legMass, const physx::PxU32 nbLegs);
+ void update(const physx::PxReal dt);
+
+ physx::PxScene& getScene();
+ physx::PxPhysics& getPhysics();
+ //SimScene* getSimScene();
+
+ void setScene(physx::PxScene* scene);
+
+ void setSceneCrab(SceneCrab* sceneCrab);
+ SceneCrab* getSceneCrab();
+
+ Compound* createObject(const physx::PxTransform &pose, const physx::PxVec3 &vel, const physx::PxVec3 &omega,
+ bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL);
+
+ void syncWork();
+ Crab** getCrabs() { return mCrabs.begin(); }
+
+
+
+private:
+
+ SceneCrab* mSceneCrab;
+ //Crab* mCrabs;
+ //physx::PxU32 mNbCrabs;
+
+ physx::shdfnd::Array<Crab*> mCrabs;
+
+ physx::shdfnd::Sync mSync;
+
+ CompletionTask mCompletionTask;
+ //CrabUpdateStateTask* mUpdateStateTask;
+ physx::shdfnd::Array<CrabUpdateStateTask*> mUpdateStateTask;
+};
+
+#endif