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//
// 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.
#ifndef SAMPLE_VIEWER_SCENE_H
#define SAMPLE_VIEWER_SCENE_H
#include "foundation/PxVec3.h"
#include "foundation/PxTransform.h"
#include "PxPhysics.h"
#include "PxCooking.h"
using namespace physx;
#include <vector>
#include <string>
class OptixRenderer;
#ifdef USE_OPTIX
#include "OptixRenderer.h"
#endif
class Shader;
class ShaderShadow;
// ---------------------------------------------------------------------
class SampleViewerScene
{
public:
SampleViewerScene(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb,
Shader *defaultShader, const char *resourcePath, float slowMotionFactor);
virtual ~SampleViewerScene();
// virtual interface
virtual void preSim(float dt) {};
virtual void postSim(float dt) {};
virtual void duringSim(float dt) {};
virtual void syncAsynchronousWork() {};
virtual void handleMouseButton(int button, int state, int x, int y) {};
virtual void handleMouseMotion(int x, int y) {};
virtual void handleKeyDown(unsigned char key, int x, int y) {};
virtual void handleKeyUp(unsigned char key, int x, int y) {};
virtual void handleSpecialKey(unsigned char key, int x, int y) {};
virtual void handleGamepadButton(int button, bool state) {};
virtual void handleGamepadAxis(int axis, float x) {};
virtual void handleGamepadTrigger(int trigger, float x) {};
virtual void render(bool useShader);
virtual void printPerfInfo() {}
virtual void setSlowMotionFactor(float factor) { mSlowMotionFactor = factor; }
virtual std::string getWeaponName() { return ""; };
virtual void customizeSceneDesc(PxSceneDesc& desc) {}
virtual void onInit(PxScene* pxScene){ mPxScene = pxScene; }
virtual void setScene(PxScene* pxScene) { mPxScene = pxScene; }
// common code
void setCamera(const PxVec3 &pos, const PxVec3 &dir, const PxVec3 &up, float fov ) {
mCameraPos = pos; mCameraDir = dir; mCameraUp = up; mCameraFov = fov;
}
virtual void getCamera(PxVec3& pos, PxVec3& dir){}
virtual bool isCameraDisable() { return mCameraDisable; }
virtual void getInitialCamera(PxVec3& pos, PxVec3& dir) { pos = PxVec3(0.f, 25.f, 30.f); dir = PxVec3(0.f, -0.3f, -1.f).getNormalized(); }
void getMouseRay(int xi, int yi, PxVec3 &orig, PxVec3 &dir);
std::vector<ShaderShadow*>& getShaders() { return mShaders; }
enum RenderType {
rtOPENGL,
rtOPTIX,
rtNUM,
};
static void setRenderType(RenderType renderType) { mRenderType = renderType; }
static void toggleRenderType() { setRenderType((RenderType)(((int)mRenderType+1)%rtNUM)); }
static RenderType getRenderType() { return mRenderType; }
static OptixRenderer* getOptixRenderer() { return mOptixRenderer; }
// Set option string for renderers.
static void setRendererOptions( const char* );
static const char* getRendererOptions() {return mRendererOptions.c_str();}
// Call this before exit().
static void cleanupStaticResources();
static void setBenchmark( bool on ) { mBenchmark = on; }
static bool isBenchmark() { return mBenchmark; }
virtual bool isSceneKapla() {return false;}
PxPhysics& getPhysics() { return *mPxPhysics; }
PxCooking& getCooking() { return *mPxCooking; }
PxScene& getScene() { return *mPxScene; }
protected:
void setMaterial(float restitution = 0.2f, float staticFriction = 0.2f, float dynamicFriction = 0.2f);
PxPhysics *mPxPhysics;
PxCooking *mPxCooking;
PxScene *mPxScene;
PxMaterial *mDefaultMaterial;
PxVec3 mCameraPos, mCameraDir, mCameraUp;
float mCameraFov;
std::vector<ShaderShadow*> mShaders;
Shader *mDefaultShader;
const char *mResourcePath;
float mSlowMotionFactor;
static RenderType mRenderType;
static OptixRenderer *mOptixRenderer;
static bool mBenchmark;
static std::string mRendererOptions;
bool mCameraDisable;
};
#endif // SAMPLE_VIEWER_SCENE_H
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