// 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) 2008-2017 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 CRAB_MANAGER_H #define CRAB_MANAGER_H #include "foundation/Px.h" #include "foundation/PxSimpleTypes.h" #include "common/PxPhysXCommonConfig.h" #include "PsSync.h" #include "CmTask.h" #include "PsArray.h" class SceneCrab; class Crab; class Compound; struct ShaderMaterial; class ShaderShadow; class CrabManager; class CompletionTask : public physx::Cm::Task { physx::shdfnd::Sync& mSync; public: CompletionTask(physx::shdfnd::Sync& sync) : physx::Cm::Task(0), mSync(sync) { } virtual void runInternal() { mSync.set(); } virtual const char* getName() const { return "CrabCompletionTask"; } }; class CrabUpdateStateTask : public physx::Cm::Task { public: CrabManager* mCrabManager; physx::PxU32 mStartIndex; physx::PxU32 mEndIndex; CrabUpdateStateTask(CrabManager* crabManager, const physx::PxU32 startIndex, const physx::PxU32 endIndex) : physx::Cm::Task(0), mCrabManager(crabManager), mStartIndex(startIndex), mEndIndex(endIndex) { } virtual void runInternal(); virtual const char* getName() const { return "CrabCompletionTask"; } }; class CrabManager { public: CrabManager(); ~CrabManager(); void initialize(const physx::PxU32 nbCrabs); void setCrabScene(SceneCrab* sceneCrab) { mSceneCrab = sceneCrab; } void createCrab(const physx::PxVec3& crabPos, const physx::PxReal crabDepth, const physx::PxReal scale, const physx::PxReal legMass, const physx::PxU32 nbLegs); void update(const physx::PxReal dt); physx::PxScene& getScene(); physx::PxPhysics& getPhysics(); //SimScene* getSimScene(); void setScene(physx::PxScene* scene); void setSceneCrab(SceneCrab* sceneCrab); SceneCrab* getSceneCrab(); Compound* createObject(const physx::PxTransform &pose, const physx::PxVec3 &vel, const physx::PxVec3 &omega, bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL); void syncWork(); Crab** getCrabs() { return mCrabs.begin(); } private: SceneCrab* mSceneCrab; //Crab* mCrabs; //physx::PxU32 mNbCrabs; physx::shdfnd::Array mCrabs; physx::shdfnd::Sync mSync; CompletionTask mCompletionTask; //CrabUpdateStateTask* mUpdateStateTask; physx::shdfnd::Array mUpdateStateTask; }; #endif