// 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 SCENE_CRAB_H #define SCENE_CRAB_H #include "SceneKapla.h" #include "foundation/Px.h" #include "foundation/PxSimpleTypes.h" #include "common/PxPhysXCommonConfig.h" #include "task/PxTask.h" #include "CrabManager.h" #include namespace physx { class PxRigidDynamic; class PxRevoluteJoint; class PxJoint; } class SceneCrab : public SceneKapla { public: SceneCrab(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb, Shader *defaultShader, const char *resourcePath, float slowMotionFactor); ~SceneCrab(); virtual void onInit(PxScene* pxScene); virtual void setScene(PxScene* scene); virtual void duringSim(float dt); virtual void syncAsynchronousWork(); virtual void getInitialCamera(PxVec3& pos, PxVec3& dir) { pos = PxVec3(-70.f, -5.f, -70.f); dir = PxVec3(1.f, -0.3f, 1.f).getNormalized(); } virtual void handleKeyDown(unsigned char key, int x, int y); virtual void handleKeyUp(unsigned char key, int x, int y); private: void createCrabs(); private: CrabManager mCrabManager; PxU32 mNbCrabsX; PxU32 mNbCrabsZ; PxU32 mNbSuperCrabs; }; #endif