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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleParticles/SampleParticles.h | |
| download | physx-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]
Diffstat (limited to 'PhysX_3.4/Samples/SampleParticles/SampleParticles.h')
| -rw-r--r-- | PhysX_3.4/Samples/SampleParticles/SampleParticles.h | 180 |
1 files changed, 180 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleParticles/SampleParticles.h b/PhysX_3.4/Samples/SampleParticles/SampleParticles.h new file mode 100644 index 00000000..d630c499 --- /dev/null +++ b/PhysX_3.4/Samples/SampleParticles/SampleParticles.h @@ -0,0 +1,180 @@ +// 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 |