// // 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. #include "SceneKaplaArena.h" #include "Convex.h" #include "PxSimpleFactory.h" #include "PxRigidStatic.h" #include "PxShape.h" #include "foundation/PxMathUtils.h" #include "foundation/PxMat44.h" #include #include #include "SimScene.h" #include "CompoundCreator.h" #include "TerrainMesh.h" #include "PhysXMacros.h" #include "MathUtils.h" #include "PxRigidBodyExt.h" extern bool LoadTexture(const char *filename, GLuint &texId, bool createMipmaps, GLuint type = GL_TEXTURE_2D, int *width = NULL, int *height = NULL); // ---------------------------------------------------------------------------------------------- SceneKaplaArena::SceneKaplaArena(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb, Shader *defaultShader, const char *resourcePath, float slowMotionFactor) : SceneKapla(pxPhysics, pxCooking, isGrb, defaultShader, resourcePath, slowMotionFactor) { //onInit(pxPhysics); } void SceneKaplaArena::onInit(PxScene* pxScene) { SceneKapla::onInit(pxScene); createGroundPlane(); const PxVec3 dims(0.08f, 0.25f, 1.0f); PxMaterial* DefaultMaterial = mPxPhysics->createMaterial(0.4f, 0.15f, 0.1f); ShaderMaterial mat; mat.init(); const PxU32 nbOuterRadialLayouts = 384; const PxReal outerRadius = 40; PxFilterData queryFilterData; PxFilterData simFilterData; createCylindricalTower(nbOuterRadialLayouts, outerRadius, outerRadius, 8, dims, PxVec3(0.f, 0.f, 0.f), DefaultMaterial, mat, simFilterData, queryFilterData); createCylindricalTower(nbOuterRadialLayouts, outerRadius - 2.f, outerRadius - 2.f, 8, dims, PxVec3(0.f, 0.f, 0.f), DefaultMaterial, mat, simFilterData, queryFilterData); }