// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef __SAMPLE_BOX_ACTOR_H__ #define __SAMPLE_BOX_ACTOR_H__ #include "SampleShapeActor.h" #include "RendererBoxShape.h" #include "PxPhysics.h" #include "PxRigidDynamic.h" #include "PxRigidStatic.h" #include "geometry/PxBoxGeometry.h" #include "extensions/PxExtensionsAPI.h" namespace physx { class PxMaterial; } #include "RenderDebugInterface.h" #include #include class SampleBoxActor : public SampleShapeActor { public: SampleBoxActor(SampleRenderer::Renderer* renderer, SampleFramework::SampleMaterialAsset& material, physx::PxScene& physxScene, const physx::PxVec3& pos, const physx::PxVec3& vel, const physx::PxVec3& extents, float density, physx::PxMaterial* PxMaterial, bool useGroupsMask, nvidia::apex::RenderDebugInterface* rdebug = NULL) : SampleShapeActor(rdebug) , mRendererBoxShape(NULL) { mRenderer = renderer; if (!PxMaterial) physxScene.getPhysics().getMaterials(&PxMaterial, 1); createActor(physxScene, pos, vel, extents, density, PxMaterial, useGroupsMask); mRendererBoxShape = new SampleRenderer::RendererBoxShape(*mRenderer, extents); mRendererMeshContext.material = material.getMaterial(); mRendererMeshContext.materialInstance = material.getMaterialInstance(); mRendererMeshContext.mesh = mRendererBoxShape->getMesh(); mRendererMeshContext.transform = &mTransform; if (rdebug) { mBlockId = RENDER_DEBUG_IFACE(rdebug)->beginDrawGroup(mTransform); RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::SolidShaded); static uint32_t bcount /* = 0 */; RENDER_DEBUG_IFACE(rdebug)->setCurrentColor(0xFFFFFF); RENDER_DEBUG_IFACE(rdebug)->setCurrentTextScale(0.5f); RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::CenterText); RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::CameraFacing); RENDER_DEBUG_IFACE(rdebug)->debugText(physx::PxVec3(0, extents.y + 0.01f, 0), "Sample Box:%d", bcount++); RENDER_DEBUG_IFACE(rdebug)->endDrawGroup(); } } virtual ~SampleBoxActor() { if (mRendererBoxShape) { delete mRendererBoxShape; mRendererBoxShape = NULL; } } private: void createActor(physx::PxScene& physxScene, const physx::PxVec3& pos, const physx::PxVec3& vel, const physx::PxVec3& extents, float density, physx::PxMaterial* PxMaterial, bool useGroupsMask) { mTransform = physx::PxMat44(physx::PxIdentity); mTransform.setPosition(pos); physx::PxRigidActor* actor = NULL; if (density > 0) { actor = physxScene.getPhysics().createRigidDynamic(physx::PxTransform(mTransform)); ((physx::PxRigidDynamic*)actor)->setAngularDamping(0.5f); ((physx::PxRigidDynamic*)actor)->setLinearVelocity(vel); } else { actor = physxScene.getPhysics().createRigidStatic(physx::PxTransform(mTransform)); } PX_ASSERT(actor); physx::PxBoxGeometry boxGeom(extents); physx::PxShape* shape = actor->createShape(boxGeom, *PxMaterial); PX_ASSERT(shape); if (shape && useGroupsMask) { shape->setSimulationFilterData(physx::PxFilterData(1u, 0u, ~0u, 0u)); shape->setQueryFilterData(physx::PxFilterData(1u, 0u, ~0u, 0u)); } if (density > 0) { physx::PxRigidBodyExt::updateMassAndInertia(*((physx::PxRigidDynamic*)actor), density); } SCOPED_PHYSX_LOCK_WRITE(&physxScene); physxScene.addActor(*actor); mPhysxActor = actor; } private: SampleRenderer::RendererBoxShape* mRendererBoxShape; }; #endif