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kaplademo/source/kaplaDemo/CrabManager.h
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126
kaplademo/source/kaplaDemo/CrabManager.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef CRAB_MANAGER_H
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#define CRAB_MANAGER_H
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#include "foundation/Px.h"
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#include "foundation/PxSimpleTypes.h"
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#include "common/PxPhysXCommonConfig.h"
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#include "PsSync.h"
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#include "CmTask.h"
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#include "PsArray.h"
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class SceneCrab;
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class Crab;
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class Compound;
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struct ShaderMaterial;
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class ShaderShadow;
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class CrabManager;
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class CompletionTask : public physx::Cm::Task
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{
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physx::shdfnd::Sync& mSync;
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public:
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CompletionTask(physx::shdfnd::Sync& sync) : physx::Cm::Task(0), mSync(sync)
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{
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}
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virtual void runInternal() { mSync.set(); }
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virtual const char* getName() const { return "CrabCompletionTask"; }
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};
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class CrabUpdateStateTask : public physx::Cm::Task
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{
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public:
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CrabManager* mCrabManager;
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physx::PxU32 mStartIndex;
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physx::PxU32 mEndIndex;
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CrabUpdateStateTask(CrabManager* crabManager, const physx::PxU32 startIndex, const physx::PxU32 endIndex) :
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physx::Cm::Task(0), mCrabManager(crabManager), mStartIndex(startIndex), mEndIndex(endIndex)
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{
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}
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virtual void runInternal();
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virtual const char* getName() const { return "CrabCompletionTask"; }
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};
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class CrabManager
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{
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public:
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CrabManager();
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~CrabManager();
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void initialize(const physx::PxU32 nbCrabs);
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void setCrabScene(SceneCrab* sceneCrab) { mSceneCrab = sceneCrab; }
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void createCrab(const physx::PxVec3& crabPos, const physx::PxReal crabDepth, const physx::PxReal scale, const physx::PxReal legMass, const physx::PxU32 nbLegs);
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void update(const physx::PxReal dt);
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physx::PxScene& getScene();
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physx::PxPhysics& getPhysics();
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//SimScene* getSimScene();
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void setScene(physx::PxScene* scene);
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void setSceneCrab(SceneCrab* sceneCrab);
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SceneCrab* getSceneCrab();
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Compound* createObject(const physx::PxTransform &pose, const physx::PxVec3 &vel, const physx::PxVec3 &omega,
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bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL);
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void syncWork();
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Crab** getCrabs() { return mCrabs.begin(); }
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private:
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SceneCrab* mSceneCrab;
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//Crab* mCrabs;
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//physx::PxU32 mNbCrabs;
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physx::shdfnd::Array<Crab*> mCrabs;
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physx::shdfnd::Sync mSync;
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CompletionTask mCompletionTask;
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//CrabUpdateStateTask* mUpdateStateTask;
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physx::shdfnd::Array<CrabUpdateStateTask*> mUpdateStateTask;
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};
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#endif
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