1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
|
// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// 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.
#include "characterkinematic/PxControllerManager.h"
#include "PxPhysicsAPI.h"
#include "SampleNorthPole.h"
#include "SampleNorthPoleCameraController.h"
#include "SampleUtils.h"
#include "SampleCommandLine.h"
#include "SampleAllocatorSDKClasses.h"
#include "RendererMemoryMacros.h"
#include "RenderMaterial.h"
#include "SampleNorthPoleInputEventIds.h"
#include <SamplePlatform.h>
#include <SampleUserInput.h>
REGISTER_SAMPLE(SampleNorthPole, "SampleNorthPole")
using namespace SampleFramework;
using namespace SampleRenderer;
///////////////////////////////////////////////////////////////////////////////
SampleNorthPole::SampleNorthPole(PhysXSampleApplication& app) :
PhysXSample (app),
mNorthPoleCamera (NULL),
mController (NULL),
mControllerManager (NULL),
mDoStandup (false)
{
mCreateGroundPlane = false;
//mStepperType = FIXED_STEPPER;
mStandingSize = 1.0f;
mCrouchingSize = 0.20f;
mControllerRadius = 0.3f;
mControllerInitialPosition = PxExtendedVec3(5,mStandingSize,5);
memset(mSnowBalls,0,sizeof(mSnowBalls));
memset(mSnowBallsRenderActors,0,sizeof(mSnowBallsRenderActors));
}
SampleNorthPole::~SampleNorthPole()
{
}
///////////////////////////////////////////////////////////////////////////////
void SampleNorthPole::customizeSample(SampleSetup& setup)
{
setup.mName = "SampleNorthPole";
}
///////////////////////////////////////////////////////////////////////////////
void SampleNorthPole::onInit()
{
PhysXSample::onInit();
PxSceneWriteLock scopedLock(*mScene);
mApplication.setMouseCursorHiding(true);
mApplication.setMouseCursorRecentering(true);
getRenderer()->setAmbientColor(RendererColor(100, 100, 100));
// some colors for the rendering
mSnowMaterial = SAMPLE_NEW(RenderMaterial)(*getRenderer(), PxVec3(0.85f, 0.85f, 0.95f), 1.0f, false, 0, NULL);
mCarrotMaterial = SAMPLE_NEW(RenderMaterial)(*getRenderer(), PxVec3(1.00f, 0.50f, 0.00f), 1.0f, false, 1, NULL);
mButtonMaterial = SAMPLE_NEW(RenderMaterial)(*getRenderer(), PxVec3(0.00f, 0.00f, 0.00f), 1.0f, false, 2, NULL);
mRenderMaterials.push_back(mSnowMaterial);
mRenderMaterials.push_back(mCarrotMaterial);
mRenderMaterials.push_back(mButtonMaterial);
// PhysX
buildHeightField();
buildIglooTriMesh();
// add some stand-up characters
cookCarrotConvexMesh();
createSnowMen();
mControllerManager = PxCreateControllerManager(getActiveScene());
mController = createCharacter(mControllerInitialPosition);
mNorthPoleCamera = SAMPLE_NEW(SampleNorthPoleCameraController)(*mController,*this);
setCameraController(mNorthPoleCamera);
mNorthPoleCamera->setView(0,0);
}
void SampleNorthPole::onShutdown()
{
{
PxSceneWriteLock scopedLock(*mScene);
DELETESINGLE(mNorthPoleCamera);
mControllerManager->release();
}
PhysXSample::onShutdown();
}
void SampleNorthPole::helpRender(PxU32 x, PxU32 y, PxU8 textAlpha)
{
Renderer* renderer = getRenderer();
const PxU32 yInc = 18;
const PxReal scale = 0.5f;
const PxReal shadowOffset = 6.0f;
const RendererColor textColor(255, 255, 255, textAlpha);
const bool isMouseSupported = getApplication().getPlatform()->getSampleUserInput()->mouseSupported();
const bool isPadSupported = getApplication().getPlatform()->getSampleUserInput()->gamepadSupported();
const char* msg;
if (isMouseSupported && isPadSupported)
renderer->print(x, y += yInc, "Use mouse or right stick to rotate the camera", scale, shadowOffset, textColor);
else if (isMouseSupported)
renderer->print(x, y += yInc, "Use mouse to rotate the camera", scale, shadowOffset, textColor);
else if (isPadSupported)
renderer->print(x, y += yInc, "Use right stick to rotate the camera", scale, shadowOffset, textColor);
if (isPadSupported)
renderer->print(x, y += yInc, "Use left stick to move",scale, shadowOffset, textColor);
msg = mApplication.inputMoveInfoMsg("Press "," to move", CAMERA_MOVE_FORWARD,CAMERA_MOVE_BACKWARD, CAMERA_MOVE_LEFT, CAMERA_MOVE_RIGHT);
if(msg)
renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
msg = mApplication.inputInfoMsg("Press "," to move fast", CAMERA_SHIFT_SPEED, -1);
if(msg)
renderer->print(x, y += yInc, msg, scale, shadowOffset, textColor);
msg = mApplication.inputInfoMsg("Press "," to crouch", CROUCH, -1);
if(msg)
renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
msg = mApplication.inputInfoMsg("Press "," to reset scene", RESET_SCENE, -1);
if(msg)
renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
msg = mApplication.inputInfoMsg("Press "," to throw a ball", THROW_BALL, -1);
if(msg)
renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
}
void SampleNorthPole::descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha)
{
bool print=(textAlpha!=0.0f);
if(print)
{
Renderer* renderer = getRenderer();
const PxU32 yInc = 24;
const PxReal scale = 0.5f;
const PxReal shadowOffset = 6.0f;
const RendererColor textColor(255, 255, 255, textAlpha);
char line0[256]="This sample demonstrates the creation of dynamic objects (snowmen) with";
char line1[256]="multiple shapes. The snowmen, though visibly identical, are configured";
char line2[256]="with different masses, inertias and centres of mass in order to show how";
char line3[256]="to set up these properties using the sdk, and the effect they have on";
char line4[256]="behavior. A technical description of the snowmen's rigid body properties";
char line5[256]="can be found in the PhysX Guide documentation in Rigid Body Dynamics:";
char line6[256]="Mass Properties. The sample also introduces contact notification reports as";
char line7[256]="a mechanism to detach snowman body parts, and applies ccd flags in order";
char line8[256]="to prevent small objects such as snowballs and detached snowman body parts ";
char line9[256]="from tunneling through collision geometry.";
renderer->print(x, y+=yInc, line0, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line1, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line2, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line3, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line4, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line5, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line6, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line7, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line8, scale, shadowOffset, textColor);
renderer->print(x, y+=yInc, line9, scale, shadowOffset, textColor);
}
}
void SampleNorthPole::onTickPreRender(PxReal dtime)
{
if(mDoStandup)
tryStandup();
PhysXSample::onTickPreRender(dtime);
}
void SampleNorthPole::onSubstep(float dtime)
{
detach();
}
void SampleNorthPole::onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val)
{
if((ie.m_Id == THROW_BALL) && val)
{
throwBall();
}
if((ie.m_Id == RAYCAST_HIT) && val)
{
PxRaycastBuffer hit;
getActiveScene().raycast(getCamera().getPos()+getCamera().getViewDir(), getCamera().getViewDir(), 1.0f, hit);
shdfnd::printFormatted("hits: %p\n",hit.block.shape);
}
PhysXSample::onPointerInputEvent(ie,x,y,dx,dy,val);
}
///////////////////////////////////////////////////////////////////////////////
|