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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_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