// // 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_PLANE_ACTOR_H__ #define __SAMPLE_PLANE_ACTOR_H__ #include "SampleShapeActor.h" #include "PxScene.h" #include "PxRigidStatic.h" #include "geometry/PxPlaneGeometry.h" namespace physx { class PxMaterial; } #include #include #include #include class SamplePlaneActor : public SampleShapeActor { public: SamplePlaneActor(SampleRenderer::Renderer* renderer, SampleFramework::SampleMaterialAsset& material, physx::PxScene& physxScene, const physx::PxVec3& pos, const physx::PxVec3& normal, physx::PxMaterial* PxMaterial, bool useGroupsMask, nvidia::apex::RenderDebugInterface* rdebug = NULL) : SampleShapeActor(rdebug) , mRendererGridShape(NULL) { mRenderer = renderer; if (!PxMaterial) physxScene.getPhysics().getMaterials(&PxMaterial, 1); createActor(physxScene, pos, normal, PxMaterial, useGroupsMask); // default is X_UP mRendererGridShape = new SampleRenderer::RendererGridShape(*mRenderer, 10, 1.0f, false, SampleRenderer::RendererGridShape::UP_X); mRendererMeshContext.material = material.getMaterial(); mRendererMeshContext.materialInstance = material.getMaterialInstance(); mRendererMeshContext.mesh = mRendererGridShape->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 pcount /* = 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, 1.0f + 0.01f, 0), "Sample Plane:%d", pcount++); RENDER_DEBUG_IFACE(rdebug)->endDrawGroup(); } } virtual ~SamplePlaneActor() { if (mRendererGridShape) { delete mRendererGridShape; mRendererGridShape = NULL; } } private: void createActor(physx::PxScene& physxScene, const physx::PxVec3& pos, const physx::PxVec3& normal, physx::PxMaterial* PxMaterial, bool useGroupsMask) { //physx::PxMat33 m33(nvidia::rotFrom2Vectors(physx::PxVec3(0, 1, 0), normal)); physx::PxMat33 m33(physx::shdfnd::rotFrom2Vectors(physx::PxVec3(1, 0, 0), normal)); mTransform = physx::PxMat44(m33, pos); //physx::PxTransform pose(pos, physx::PxQuat(nvidia::rotFrom2Vectors(physx::PxVec3(1, 0, 0), normal))); physx::PxTransform pose = physx::PxTransform(mTransform); pose.q.normalize(); physx::PxRigidStatic* actor = physxScene.getPhysics().createRigidStatic(pose); PX_ASSERT(actor); physx::PxPlaneGeometry planeGeom; physx::PxShape* shape = actor->createShape(planeGeom, *PxMaterial); PX_ASSERT(shape); if (shape && useGroupsMask) { shape->setSimulationFilterData(physx::PxFilterData(1, 0, ~0u, 0)); shape->setQueryFilterData(physx::PxFilterData(1, 0, ~0u, 0)); } SCOPED_PHYSX_LOCK_WRITE(&physxScene); physxScene.addActor(*actor); mPhysxActor = actor; } private: SampleRenderer::RendererGridShape* mRendererGridShape; }; #endif