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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_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 <map>
#pragma warning(pop)
#else
#include <map>
#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<const SampleFramework::InputEvent*>& 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<PxShape*, PxReal> 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<Emitter> 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<typename T> 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
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