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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/SampleParticles/SampleParticles.h
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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_PARTICLES_H
+#define SAMPLE_PARTICLES_H
+
+#include "PxPhysicsAPI.h"
+#include "PhysXSample.h"
+#include "ParticleSystem.h"
+
+#if PX_VC
+#pragma warning(push)
+#pragma warning(disable:4702)
+#include <map>
+#pragma warning(pop)
+#else
+#include <map>
+#endif
+
+namespace physx
+{
+ class PxController;
+};
+
+class RenderParticleSystemActor;
+class RenderBaseActor;
+
+class SampleParticles : public PhysXSample
+{
+ public:
+ SampleParticles(PhysXSampleApplication& app);
+ virtual ~SampleParticles();
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements SampleApplication
+ virtual void onInit();
+ virtual void onInit(bool restart) { onInit(); }
+ virtual void onShutdown();
+ virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
+ virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
+ virtual void onTickPreRender(float dtime);
+ virtual void onSubstepSetup(float dtime, PxBaseTask* cont);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements PhysXSampleApplication
+ virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
+ virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
+ virtual void customizeSample(SampleSetup&);
+ virtual void customizeSceneDesc(PxSceneDesc&);
+ virtual void customizeRender();
+ virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
+
+ protected:
+ // Implements RAWImportCallback
+ virtual void newMesh(const RAWMesh& data);
+
+ private:
+ struct Emitter
+ {
+ Emitter() : emitter(NULL), isEnabled(false), particleSystem(NULL) {}
+ void update(float dt);
+ class ParticleEmitter* emitter;
+ bool isEnabled;
+ RenderParticleSystemActor* particleSystem;
+ };
+
+ class Raygun
+ {
+ public:
+ Raygun();
+ ~Raygun();
+
+ void init(SampleParticles*);
+ void clear();
+ bool isEnabled();
+ void setEnabled(bool);
+ void onSubstep(float dtime);
+ void update(float dtime);
+
+ private:
+ typedef std::map<PxShape*, PxReal> DebrisLifetimeMap;
+ Emitter mSmokeEmitter;
+ Emitter mDebrisEmitter;
+ PxRigidDynamic* mForceSmokeCapsule;
+ PxRigidDynamic* mForceWaterCapsule;
+ class RenderBoxActor* mRenderActor;
+
+ SampleParticles* mSample;
+ bool mIsImpacting;
+ float mRbDebrisTimer;
+ float mForceTimer;
+ DebrisLifetimeMap mDebrisLifetime;
+
+ PxConvexMesh* generateConvex(PxPhysics& sdk, PxCooking& cooking, PxReal scale);
+ PxRigidDynamic* createRayCapsule(bool enableCollision, PxFilterData filterData);
+ void releaseRayCapsule(PxRigidDynamic*& actor);
+ void updateRayCapsule(PxRigidDynamic* actor, const PxTransform& pose, float radiusMaxMultiplier);
+ };
+ friend class Raygun;
+
+ PxU32 mFluidParticleCount;
+ PxF32 mFluidEmitterWidth;
+ PxF32 mFluidEmitterVelocity;
+ PxU32 mSmokeParticleCount;
+ PxF32 mSmokeLifetime;
+ PxF32 mSmokeEmitterRate;
+ PxU32 mDebrisParticleCount;
+
+ PxU32 mParticleLoadIndex;
+ PxU32 mParticleLoadIndexMax;
+ PxF32 mLoadTextAlpha;
+
+ RenderParticleSystemActor* mWaterfallParticleSystem;
+ RenderParticleSystemActor* mSmokeParticleSystem;
+ RenderParticleSystemActor* mDebrisParticleSystem;
+
+ Raygun mRaygun;
+ std::vector<Emitter> mEmitters;
+#if PX_SUPPORT_GPU_PHYSX
+ bool mRunOnGpu;
+#endif
+
+ void createParticleContent();
+ void releaseParticleContent();
+
+ void loadAssets();
+ void loadTerrain(const char* path, PxReal xScale, PxReal yScale, PxReal zScale);
+ void createDrain();
+ void createWaterfallEmitter(const PxTransform& transform);
+ void createHotpotEmitter(const PxVec3& position);
+ void createParticleSystems();
+ void releaseParticleSystems();
+
+ PxParticleFluid* createFluid(PxU32 maxParticles, PxReal restitution, PxReal viscosity,
+ PxReal stiffness, PxReal dynamicFriction, PxReal particleDistance);
+
+ PxParticleSystem* createParticleSystem(PxU32 maxParticles);
+
+ RenderMaterial* getMaterial(PxU32 materialID);
+ template<typename T> void runtimeAssert(const T x,
+ const char* msg,
+ const char* extra1 = 0,
+ const char* extra2 = 0,
+ const char* extra3 = 0);
+
+#if PX_SUPPORT_GPU_PHYSX
+ void toggleGpu();
+#endif
+};
+
+#endif