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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_NORTHPOLE_H
#define SAMPLE_NORTHPOLE_H
#include "PhysXSample.h"
#include "PxSimulationEventCallback.h"
#include "characterkinematic/PxController.h" // for PxUserControllerHitReport
#include "characterkinematic/PxControllerBehavior.h"
#include "PxShape.h"
namespace physx
{
class PxCapsuleController;
class PxControllerManager;
}
class SampleNorthPoleCameraController;
#define NUM_SNOWMEN 10
#define NUM_BALLS 50
struct SnowMan
{
PxShape* eyeL;
PxShape* eyeR;
void changeMood()
{
PxTransform tl = eyeL->getLocalPose();
PxTransform tr = eyeR->getLocalPose();
eyeL->setLocalPose(PxTransform(tl.p,tr.q));
eyeR->setLocalPose(PxTransform(tr.p,tl.q));
}
};
class SampleNorthPole : public PhysXSample,
public PxSimulationEventCallback,
public PxUserControllerHitReport,
public PxControllerBehaviorCallback
{
public:
SampleNorthPole(PhysXSampleApplication& app);
virtual ~SampleNorthPole();
///////////////////////////////////////////////////////////////////////////////
// Implements SampleApplication
virtual void onInit();
virtual void onInit(bool restart) { onInit(); }
virtual void onShutdown();
virtual void onTickPreRender(PxReal dtime);
virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
///////////////////////////////////////////////////////////////////////////////
// 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 onSubstep(float dtime);
///////////////////////////////////////////////////////////////////////////////
// Implements PxSimulationEventCallback
virtual void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs);
virtual void onTrigger(PxTriggerPair*, PxU32) {}
virtual void onConstraintBreak(PxConstraintInfo*, PxU32) {}
virtual void onWake(PxActor** , PxU32 ) {}
virtual void onSleep(PxActor** , PxU32 ){}
virtual void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
///////////////////////////////////////////////////////////////////////////////
// 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&, const PxActor&) { return PxControllerBehaviorFlags(0); }
virtual PxControllerBehaviorFlags getBehaviorFlags(const PxController&) { return PxControllerBehaviorFlags(0); }
virtual PxControllerBehaviorFlags getBehaviorFlags(const PxObstacle&) { return PxControllerBehaviorFlags(0); }
///////////////////////////////////////////////////////////////////////////////
// Implements PxSimulationFilterShader
static PxFilterFlags filter( PxFilterObjectAttributes attributes0,
PxFilterData filterData0,
PxFilterObjectAttributes attributes1,
PxFilterData filterData1,
PxPairFlags& pairFlags,
const void* constantBlock,
PxU32 constantBlockSize);
///////////////////////////////////////////////////////////////////////////////
// dynamics
enum
{
CCD_FLAG = 1<<29,
SNOWBALL_FLAG = 1<<30,
DETACHABLE_FLAG = 1<<31
};
void cookCarrotConvexMesh();
PxConvexMesh* mCarrotConvex;
PxRigidDynamic* throwBall();
PxRigidDynamic* mSnowBalls[NUM_BALLS];
RenderBaseActor* mSnowBallsRenderActors[NUM_BALLS];
void createSnowMen();
PxRigidDynamic* createSnowMan(const PxTransform& pos, const PxU32 mode, const PxU32 index);
SnowMan mSnowman[NUM_SNOWMEN+1]; // 1 extra so that NUM_SNOWMEN can be set to 0 for debugging
void resetScene();
static void setSnowball(PxShape& shape);
static void setDetachable(PxShape& shape);
static bool isDetachable(PxFilterData& filterData);
static bool needsContactReport(const PxFilterData& filterData0, const PxFilterData& filterData1);
static void setCCDActive(PxShape& shape, PxRigidBody* rigidBody);
static bool isCCDActive(PxFilterData& filterData);
void detach();
std::vector<PxShape*> mDetaching;
///////////////////////////////////////////////////////////////////////////////
// static landscape
std::vector<PxVec3> mVerts;
std::vector<PxVec3> mNorms;
std::vector<PxU32> mTris;
PxRigidStatic* buildIglooTriMesh();
void addBlock(PxVec3 blockVerts[8]);
PxRigidStatic* buildHeightField();
void createLandscape(PxReal* heightmap, PxU32 size, PxReal scale, PxReal* outVerts, PxReal* outNorms, PxU32* outTris);
PxRigidStatic* createHeightField(PxReal* heightmap, PxReal scale, PxU32 size);
///////////////////////////////////////////////////////////////////////////////
// Camera and Controller
SampleNorthPoleCameraController* mNorthPoleCamera;
PxCapsuleController* mController;
PxControllerManager* mControllerManager;
PxExtendedVec3 mControllerInitialPosition;
bool mDoStandup;
PxReal mControllerRadius;
PxReal mStandingSize;
PxReal mCrouchingSize;
PxCapsuleController* createCharacter(const PxExtendedVec3& position);
void tryStandup();
void resizeController(PxReal height);
///////////////////////////////////////////////////////////////////////////////
// rendering
RenderMaterial* mSnowMaterial;
RenderMaterial* mCarrotMaterial;
RenderMaterial* mButtonMaterial;
};
#endif
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