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
|
//
// 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_SUBMARINE_H
#define SAMPLE_SUBMARINE_H
#include "PhysXSample.h"
#include "PxSimulationEventCallback.h"
namespace physx
{
class PxJoint;
}
class Crab;
class ParticleSystem;
class SubmarineCameraController;
struct ClassType
{
enum Type
{
eSEA_MINE,
eCRAB,
};
ClassType(const PxU32 type): mType(type) {}
PxU32 getType() const { return mType; }
const PxU32 mType;
private:
ClassType& operator=(const ClassType&);
};
struct FilterGroup
{
enum Enum
{
eSUBMARINE = (1 << 0),
eMINE_HEAD = (1 << 1),
eMINE_LINK = (1 << 2),
eCRAB = (1 << 3),
eHEIGHTFIELD = (1 << 4),
};
};
struct Seamine: public ClassType, public SampleAllocateable
{
Seamine() : ClassType(ClassType::eSEA_MINE), mMineHead(NULL) {}
std::vector<PxRigidDynamic*> mLinks;
PxRigidDynamic* mMineHead;
};
class SampleSubmarine : public PhysXSample, public PxSimulationEventCallback
{
friend class Crab;
public:
SampleSubmarine(PhysXSampleApplication& app);
virtual ~SampleSubmarine();
///////////////////////////////////////////////////////////////////////////////
// Implements PxSimulationEventCallback
virtual void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs);
virtual void onTrigger(PxTriggerPair* pairs, PxU32 count);
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 SampleApplication
virtual void onInit();
virtual void onInit(bool restart) { onInit(); }
virtual void onShutdown();
virtual void onTickPreRender(float dtime);
virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val);
virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
///////////////////////////////////////////////////////////////////////////////
// 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();
// called at end of a simulation substep
virtual void onSubstep(float dtime);
// called before the simulation begins, useful for setting up
// tasks that need to finish before the completionTask can be called
virtual void onSubstepSetup(float dtime, PxBaseTask* completionTask);
// called once the simulation has begun running
virtual void onSubstepStart(float dtime);
virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
///////////////////////////////////////////////////////////////////////////////
void createMaterials();
Seamine* createSeamine(const PxVec3& position, PxReal height);
PxRigidDynamic* createSubmarine(const PxVec3& inPosition, const PxReal yRot);
void explode(PxRigidActor* actor, const PxVec3& explosionPos, const PxReal explosionStrength);
void handleInput();
PxRigidActor* loadTerrain(const char* name, const PxReal heightScale, const PxReal rowScale, const PxReal columnScale);
void createDynamicActors();
void resetScene();
std::vector<void*>& getCrabsMemoryDeleteList() { return mCrabsMemoryDeleteList; }
private:
std::vector<PxJoint*> mJoints;
std::vector<Seamine*> mMinesToExplode;
std::vector<Seamine*> mSeamines;
std::vector<Crab*> mCrabs;
std::vector<void*> mCrabsMemoryDeleteList;
PxRigidDynamic* mSubmarineActor;
RenderMaterial* mSeamineMaterial;
PxRigidDynamic* mCameraAttachedToActor;
SubmarineCameraController* mSubmarineCameraController;
};
#endif
|