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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/SampleSubmarine/SampleSubmarine.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_SUBMARINE_H
+#define SAMPLE_SUBMARINE_H
+
+#include "PhysXSample.h"
+#include "PxSimulationEventCallback.h"
+
+namespace physx
+{
+ class PxJoint;
+}
+
+class Crab;
+class ParticleSystem;
+class SubmarineCameraController;
+
+struct ClassType
+{
+ enum Type
+ {
+ eSEA_MINE,
+ eCRAB,
+ };
+
+ ClassType(const PxU32 type): mType(type) {}
+ PxU32 getType() const { return mType; }
+
+ const PxU32 mType;
+private:
+ ClassType& operator=(const ClassType&);
+};
+
+struct FilterGroup
+{
+ enum Enum
+ {
+ eSUBMARINE = (1 << 0),
+ eMINE_HEAD = (1 << 1),
+ eMINE_LINK = (1 << 2),
+ eCRAB = (1 << 3),
+ eHEIGHTFIELD = (1 << 4),
+ };
+};
+
+struct Seamine: public ClassType, public SampleAllocateable
+{
+ Seamine() : ClassType(ClassType::eSEA_MINE), mMineHead(NULL) {}
+
+ std::vector<PxRigidDynamic*> mLinks;
+ PxRigidDynamic* mMineHead;
+
+};
+
+class SampleSubmarine : public PhysXSample, public PxSimulationEventCallback
+{
+ friend class Crab;
+ public:
+ SampleSubmarine(PhysXSampleApplication& app);
+ virtual ~SampleSubmarine();
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements PxSimulationEventCallback
+ virtual void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs);
+ virtual void onTrigger(PxTriggerPair* pairs, PxU32 count);
+ virtual void onConstraintBreak(PxConstraintInfo*, PxU32) {}
+ virtual void onWake(PxActor** , PxU32 ) {}
+ virtual void onSleep(PxActor** , PxU32 ){}
+ virtual void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements SampleApplication
+ virtual void onInit();
+ virtual void onInit(bool restart) { onInit(); }
+ virtual void onShutdown();
+ virtual void onTickPreRender(float dtime);
+ virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
+ virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val);
+ virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // 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();
+
+ // called at end of a simulation substep
+ virtual void onSubstep(float dtime);
+ // called before the simulation begins, useful for setting up
+ // tasks that need to finish before the completionTask can be called
+ virtual void onSubstepSetup(float dtime, PxBaseTask* completionTask);
+ // called once the simulation has begun running
+ virtual void onSubstepStart(float dtime);
+
+ virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ void createMaterials();
+ Seamine* createSeamine(const PxVec3& position, PxReal height);
+ PxRigidDynamic* createSubmarine(const PxVec3& inPosition, const PxReal yRot);
+ void explode(PxRigidActor* actor, const PxVec3& explosionPos, const PxReal explosionStrength);
+ void handleInput();
+ PxRigidActor* loadTerrain(const char* name, const PxReal heightScale, const PxReal rowScale, const PxReal columnScale);
+
+ void createDynamicActors();
+ void resetScene();
+
+ std::vector<void*>& getCrabsMemoryDeleteList() { return mCrabsMemoryDeleteList; }
+
+ private:
+ std::vector<PxJoint*> mJoints;
+ std::vector<Seamine*> mMinesToExplode;
+ std::vector<Seamine*> mSeamines;
+ std::vector<Crab*> mCrabs;
+ std::vector<void*> mCrabsMemoryDeleteList;
+ PxRigidDynamic* mSubmarineActor;
+ RenderMaterial* mSeamineMaterial;
+ PxRigidDynamic* mCameraAttachedToActor;
+
+ SubmarineCameraController* mSubmarineCameraController;
+};
+
+#endif