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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 /PhysX_3.4/Samples/SampleLargeWorld/SampleLargeWorld.h
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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) 2008-2016 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 SAMPLE_LARGE_WORLD_H
+#define SAMPLE_LARGE_WORLD_H
+
+#include "PhysXSample.h"
+#include "ChunkLoader.h"
+#include "characterkinematic/PxController.h"
+#include "characterkinematic/PxControllerBehavior.h"
+#include "PxTkRandom.h"
+
+
+namespace physx
+{
+ class PxControllerManager;
+}
+
+class SampleCCTCameraController;
+class ControlledActor;
+class RenderBaseActor;
+class BackgroundLoader;
+
+typedef Ps::HashMap<const char*, RAWMesh, Ps::Hash<const char*>, Ps::RawAllocator> ObjMeshMap;
+
+class SampleLargeWorld : public PhysXSample
+ , public PxUserControllerHitReport, public PxControllerBehaviorCallback, public PxQueryFilterCallback
+{
+ friend class BackgroundLoader;
+public:
+ SampleLargeWorld(PhysXSampleApplication& app);
+ virtual ~SampleLargeWorld();
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements SampleApplication
+ virtual void onInit();
+ virtual void onInit(bool restart) { onInit(); }
+ virtual void onShutdown();
+ virtual void onTickPreRender(PxF32 dtime);
+ virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
+
+ //virtual void onRelease(const PxBase* , void* , PxDeletionEventFlag::Enum ) {}
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements PhysXSampleApplication
+ virtual void customizeSceneDesc(PxSceneDesc&);
+ virtual void customizeSample(SampleSetup&);
+ virtual void onSubstep(PxF32 dtime);
+ virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
+ virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
+ virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
+ virtual void customizeRender();
+ virtual void newMesh(const RAWMesh&);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements PxUserControllerHitReport
+ virtual void onShapeHit(const PxControllerShapeHit& hit);
+ virtual void onControllerHit(const PxControllersHit& hit) {}
+ virtual void onObstacleHit(const PxControllerObstacleHit& hit) {}
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements PxControllerBehaviorCallback
+ virtual PxControllerBehaviorFlags getBehaviorFlags(const PxShape& shape, const PxActor& actor);
+ virtual PxControllerBehaviorFlags getBehaviorFlags(const PxController& controller);
+ virtual PxControllerBehaviorFlags getBehaviorFlags(const PxObstacle& obstacle);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements PxQueryFilterCallback
+ virtual PxQueryHitType::Enum preFilter(const PxFilterData& filterData, const PxShape* shape, const PxRigidActor* actor, PxHitFlags& queryFlags);
+ virtual PxQueryHitType::Enum postFilter(const PxFilterData& filterData, const PxQueryHit& hit);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements PxSimulationFilterShader
+ enum
+ {
+ CCD_FLAG = 1<<29,
+ };
+
+ static PxFilterFlags filter(PxFilterObjectAttributes attributes0,
+ PxFilterData filterData0,
+ PxFilterObjectAttributes attributes1,
+ PxFilterData filterData1,
+ PxPairFlags& pairFlags,
+ const void* constantBlock,
+ PxU32 constantBlockSize);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ //Create chunk_i_j file
+ void createChunk(CoordType coordX, CoordType coordY, PxCollection& outCollection);
+
+
+private:
+ RAWMesh* createRawMeshFromMeshGeom(const PxTriangleMeshGeometry& mesh, RAWMesh &rawMesh);
+ RAWMesh* createRAWMeshFromObjMesh(const char* inObjFileName, const PxTransform& inPos, PxU32 inMaterialID, RAWMesh &outRawMesh);
+
+ //Deep cope
+ void cloneMesh(const RAWMesh& inSrc, RAWMesh& outDst);
+
+ void renderProgressBar(PxF32 ratio, bool needFlush = false);
+ void releaseJoints();
+ bool readyToSyncCCT();
+ void attachNearestObjectsToCCT();
+
+ PxRigidDynamic* createBox(const PxVec3& pos, const PxVec3& dims, const PxVec3* linVel,
+ RenderMaterial* material, PxReal density);
+ void addWindMills(const PxTriangleMeshGeometry& meshGeom, PxToolkit::BasicRandom& random,
+ const PxBounds3& bound, PxCollection& outCollection);
+ void addTrees(const PxTriangleMeshGeometry& meshGeom, const PxBounds3& bound, PxCollection& outCollection);
+ void addCity(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
+ void addFarm(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
+ void addFortress(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
+
+ static void setCCDActive(PxShape& shape);
+ static bool isCCDActive(PxFilterData& filterData);
+
+ PxTriangleMesh* generateTriMesh(const SampleArray<PxVec3>* vertices, const SampleArray<PxU32>* indices);
+
+ void setCollisionGroup(PxRigidActor* actor, PxU32 group);
+
+ //Terrain template data from Terrain.bin
+ struct BinData
+ {
+ SampleArray<SampleArray<PxVec3> > mTerrainVertices;
+ SampleArray<SampleArray<PxU32> > mTerrainIndices;
+
+ CoordType mDim;
+
+ //Need parent to render progress bar
+ void serialize(SampleLargeWorld* parent, const char* terrainFile);
+
+ }binData;
+
+ ObjMeshMap mRenderMeshCache;
+
+ BackgroundLoader* mBGLoader;
+ SampleCCTCameraController* mCCTCamera;
+ ControlledActor* mActor;
+ PxControllerManager* mControllerManager;
+ PxExtendedVec3 mControllerInitialPosition;
+ PxExtendedVec3 mLastCCTPosition;
+ std::vector<PxFixedJoint*> mFixedJoints;
+
+ //Sky box
+ RenderBaseActor* mSkybox[5];
+
+ //For progress bar renderering
+ PxReal mProgressBarRatio;
+ Ps::Time::Second mDiskIOTime;
+ Ps::Time::Second mPhysxStreaming;
+ Ps::Time::Second mGraphicStreaming;
+
+ //Bound of the whole world
+ PxBounds3 mWorldBound;
+
+ bool mReadyToSyncCCT;
+ bool mAddRenderActor;
+ bool mPick;
+ bool mKeyShiftDown;
+
+ PxReal mDefaultCameraSpeed;
+
+public:
+ static const PxU32 DEFAULT_COLLISION_GROUP = 0;
+ static const PxU32 FAN_COLLISION_GROUP = 1;
+ static const PxU32 PICKING_COLLISION_GROUP = 2;
+
+ PxStringTable* mStringTable;
+};
+
+#endif