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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef SAMPLE_LARGE_WORLD_H #define SAMPLE_LARGE_WORLD_H #include "PhysXSample.h" #include "ChunkLoader.h" #include "characterkinematic/PxController.h" #include "characterkinematic/PxControllerBehavior.h" #include "PxTkRandom.h" namespace physx { class PxControllerManager; } class SampleCCTCameraController; class ControlledActor; class RenderBaseActor; class BackgroundLoader; typedef Ps::HashMap, Ps::RawAllocator> ObjMeshMap; class SampleLargeWorld : public PhysXSample , public PxUserControllerHitReport, public PxControllerBehaviorCallback, public PxQueryFilterCallback { friend class BackgroundLoader; public: SampleLargeWorld(PhysXSampleApplication& app); virtual ~SampleLargeWorld(); /////////////////////////////////////////////////////////////////////////////// // Implements SampleApplication virtual void onInit(); virtual void onInit(bool restart) { onInit(); } virtual void onShutdown(); virtual void onTickPreRender(PxF32 dtime); virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val); //virtual void onRelease(const PxBase* , void* , PxDeletionEventFlag::Enum ) {} /////////////////////////////////////////////////////////////////////////////// // Implements PhysXSampleApplication virtual void customizeSceneDesc(PxSceneDesc&); virtual void customizeSample(SampleSetup&); virtual void onSubstep(PxF32 dtime); virtual void collectInputEvents(std::vector& inputEvents); virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha); virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha); virtual void customizeRender(); virtual void newMesh(const RAWMesh&); /////////////////////////////////////////////////////////////////////////////// // Implements PxUserControllerHitReport virtual void onShapeHit(const PxControllerShapeHit& hit); virtual void onControllerHit(const PxControllersHit& hit) {} virtual void onObstacleHit(const PxControllerObstacleHit& hit) {} /////////////////////////////////////////////////////////////////////////////// // Implements PxControllerBehaviorCallback virtual PxControllerBehaviorFlags getBehaviorFlags(const PxShape& shape, const PxActor& actor); virtual PxControllerBehaviorFlags getBehaviorFlags(const PxController& controller); virtual PxControllerBehaviorFlags getBehaviorFlags(const PxObstacle& obstacle); /////////////////////////////////////////////////////////////////////////////// // Implements PxQueryFilterCallback virtual PxQueryHitType::Enum preFilter(const PxFilterData& filterData, const PxShape* shape, const PxRigidActor* actor, PxHitFlags& queryFlags); virtual PxQueryHitType::Enum postFilter(const PxFilterData& filterData, const PxQueryHit& hit); /////////////////////////////////////////////////////////////////////////////// // Implements PxSimulationFilterShader enum { CCD_FLAG = 1<<29, }; static PxFilterFlags filter(PxFilterObjectAttributes attributes0, PxFilterData filterData0, PxFilterObjectAttributes attributes1, PxFilterData filterData1, PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize); /////////////////////////////////////////////////////////////////////////////// //Create chunk_i_j file void createChunk(CoordType coordX, CoordType coordY, PxCollection& outCollection); private: RAWMesh* createRawMeshFromMeshGeom(const PxTriangleMeshGeometry& mesh, RAWMesh &rawMesh); RAWMesh* createRAWMeshFromObjMesh(const char* inObjFileName, const PxTransform& inPos, PxU32 inMaterialID, RAWMesh &outRawMesh); //Deep cope void cloneMesh(const RAWMesh& inSrc, RAWMesh& outDst); void renderProgressBar(PxF32 ratio, bool needFlush = false); void releaseJoints(); bool readyToSyncCCT(); void attachNearestObjectsToCCT(); PxRigidDynamic* createBox(const PxVec3& pos, const PxVec3& dims, const PxVec3* linVel, RenderMaterial* material, PxReal density); void addWindMills(const PxTriangleMeshGeometry& meshGeom, PxToolkit::BasicRandom& random, const PxBounds3& bound, PxCollection& outCollection); void addTrees(const PxTriangleMeshGeometry& meshGeom, const PxBounds3& bound, PxCollection& outCollection); void addCity(SampleArray& terrainVertices, const PxBounds3& bound, PxCollection& outCollection); void addFarm(SampleArray& terrainVertices, const PxBounds3& bound, PxCollection& outCollection); void addFortress(SampleArray& terrainVertices, const PxBounds3& bound, PxCollection& outCollection); static void setCCDActive(PxShape& shape); static bool isCCDActive(PxFilterData& filterData); PxTriangleMesh* generateTriMesh(const SampleArray* vertices, const SampleArray* indices); void setCollisionGroup(PxRigidActor* actor, PxU32 group); //Terrain template data from Terrain.bin struct BinData { SampleArray > mTerrainVertices; SampleArray > mTerrainIndices; CoordType mDim; //Need parent to render progress bar void serialize(SampleLargeWorld* parent, const char* terrainFile); }binData; ObjMeshMap mRenderMeshCache; BackgroundLoader* mBGLoader; SampleCCTCameraController* mCCTCamera; ControlledActor* mActor; PxControllerManager* mControllerManager; PxExtendedVec3 mControllerInitialPosition; PxExtendedVec3 mLastCCTPosition; std::vector mFixedJoints; //Sky box RenderBaseActor* mSkybox[5]; //For progress bar renderering PxReal mProgressBarRatio; Ps::Time::Second mDiskIOTime; Ps::Time::Second mPhysxStreaming; Ps::Time::Second mGraphicStreaming; //Bound of the whole world PxBounds3 mWorldBound; bool mReadyToSyncCCT; bool mAddRenderActor; bool mPick; bool mKeyShiftDown; PxReal mDefaultCameraSpeed; public: static const PxU32 DEFAULT_COLLISION_GROUP = 0; static const PxU32 FAN_COLLISION_GROUP = 1; static const PxU32 PICKING_COLLISION_GROUP = 2; PxStringTable* mStringTable; }; #endif