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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) 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_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<const char*, RAWMesh, Ps::Hash<const char*>, 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<const SampleFramework::InputEvent*>& 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<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
void addFarm(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
void addFortress(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
static void setCCDActive(PxShape& shape);
static bool isCCDActive(PxFilterData& filterData);
PxTriangleMesh* generateTriMesh(const SampleArray<PxVec3>* vertices, const SampleArray<PxU32>* indices);
void setCollisionGroup(PxRigidActor* actor, PxU32 group);
//Terrain template data from Terrain.bin
struct BinData
{
SampleArray<SampleArray<PxVec3> > mTerrainVertices;
SampleArray<SampleArray<PxU32> > 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<PxFixedJoint*> 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
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