// // 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) 2008-2018 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 SAMPLE_PARTICLES_H #define SAMPLE_PARTICLES_H #include "PxPhysicsAPI.h" #include "PhysXSample.h" #include "ParticleSystem.h" #if PX_VC #pragma warning(push) #pragma warning(disable:4702) #include #pragma warning(pop) #else #include #endif namespace physx { class PxController; }; class RenderParticleSystemActor; class RenderBaseActor; class SampleParticles : public PhysXSample { public: SampleParticles(PhysXSampleApplication& app); virtual ~SampleParticles(); /////////////////////////////////////////////////////////////////////////////// // Implements SampleApplication virtual void onInit(); virtual void onInit(bool restart) { onInit(); } virtual void onShutdown(); virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val); virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val); virtual void onTickPreRender(float dtime); virtual void onSubstepSetup(float dtime, PxBaseTask* cont); /////////////////////////////////////////////////////////////////////////////// // Implements PhysXSampleApplication virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha); virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha); virtual void customizeSample(SampleSetup&); virtual void customizeSceneDesc(PxSceneDesc&); virtual void customizeRender(); virtual void collectInputEvents(std::vector& inputEvents); protected: // Implements RAWImportCallback virtual void newMesh(const RAWMesh& data); private: struct Emitter { Emitter() : emitter(NULL), isEnabled(false), particleSystem(NULL) {} void update(float dt); class ParticleEmitter* emitter; bool isEnabled; RenderParticleSystemActor* particleSystem; }; class Raygun { public: Raygun(); ~Raygun(); void init(SampleParticles*); void clear(); bool isEnabled(); void setEnabled(bool); void onSubstep(float dtime); void update(float dtime); private: typedef std::map DebrisLifetimeMap; Emitter mSmokeEmitter; Emitter mDebrisEmitter; PxRigidDynamic* mForceSmokeCapsule; PxRigidDynamic* mForceWaterCapsule; class RenderBoxActor* mRenderActor; SampleParticles* mSample; bool mIsImpacting; float mRbDebrisTimer; float mForceTimer; DebrisLifetimeMap mDebrisLifetime; PxConvexMesh* generateConvex(PxPhysics& sdk, PxCooking& cooking, PxReal scale); PxRigidDynamic* createRayCapsule(bool enableCollision, PxFilterData filterData); void releaseRayCapsule(PxRigidDynamic*& actor); void updateRayCapsule(PxRigidDynamic* actor, const PxTransform& pose, float radiusMaxMultiplier); }; friend class Raygun; PxU32 mFluidParticleCount; PxF32 mFluidEmitterWidth; PxF32 mFluidEmitterVelocity; PxU32 mSmokeParticleCount; PxF32 mSmokeLifetime; PxF32 mSmokeEmitterRate; PxU32 mDebrisParticleCount; PxU32 mParticleLoadIndex; PxU32 mParticleLoadIndexMax; PxF32 mLoadTextAlpha; RenderParticleSystemActor* mWaterfallParticleSystem; RenderParticleSystemActor* mSmokeParticleSystem; RenderParticleSystemActor* mDebrisParticleSystem; Raygun mRaygun; std::vector mEmitters; #if PX_SUPPORT_GPU_PHYSX bool mRunOnGpu; #endif void createParticleContent(); void releaseParticleContent(); void loadAssets(); void loadTerrain(const char* path, PxReal xScale, PxReal yScale, PxReal zScale); void createDrain(); void createWaterfallEmitter(const PxTransform& transform); void createHotpotEmitter(const PxVec3& position); void createParticleSystems(); void releaseParticleSystems(); PxParticleFluid* createFluid(PxU32 maxParticles, PxReal restitution, PxReal viscosity, PxReal stiffness, PxReal dynamicFriction, PxReal particleDistance); PxParticleSystem* createParticleSystem(PxU32 maxParticles); RenderMaterial* getMaterial(PxU32 materialID); template void runtimeAssert(const T x, const char* msg, const char* extra1 = 0, const char* extra2 = 0, const char* extra3 = 0); #if PX_SUPPORT_GPU_PHYSX void toggleGpu(); #endif }; #endif