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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) 2018 NVIDIA Corporation. All rights reserved.
#ifndef SCENE_FRACTURE_H
#define SCENE_FRACTURE_H
#include "SampleViewerScene.h"
#include "Compound.h"
#include "Shader.h"
#include "foundation/PxVec3.h"
#include "PhysXMacros.h"
#include "PxFiltering.h"
extern int DEFAULT_SOLVER_ITERATIONS;
using namespace physx;
class GLUquadric;
class Particles;
class ShaderShadow;
class SimScene;
class Mesh;
class RegularCell3D;
class TerrainMesh;
// ---------------------------------------------------------------------
class SceneKapla : public SampleViewerScene
{
public:
SceneKapla(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb,
Shader *defaultShader, const char *resourcePath, float slowMotionFactor);
virtual ~SceneKapla();
virtual void preSim(float dt);
virtual void postSim(float dt);
virtual void handleMouseButton(int button, int state, int x, int y);
virtual void handleMouseMotion(int x, int y);
virtual void handleKeyDown(unsigned char key, int x, int y);
virtual void handleKeyUp(unsigned char key, int x, int y);
virtual void handleSpecialKey(unsigned char key, int x, int y);
virtual void render(bool useShader);
virtual void printPerfInfo();
SimScene* getSimScene() {return mSimScene;}
ShaderShadow* getSimSceneShader() {return mSimSceneShader;}
virtual std::string getWeaponName();
virtual bool isSceneKapla() {return true;}
void shoot(PxVec3 &orig, PxVec3 &dir);
void createCylindricalTower(PxU32 nbRadialPoints, PxReal maxRadius, PxReal minRadius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat,
PxFilterData& simFilterData, PxFilterData& queryFilterData, PxReal density = 1.f, const bool useSweep = false, bool startAsleep = false);
void createWall(PxReal radius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat, PxFilterData& simFilterData, PxFilterData& queryFilterData,
PxReal density = 1.f);
void createGroundPlane(PxFilterData simFilterData = PxFilterData(), PxVec3 pose = PxVec3(0,0,0), PxFilterData queryFilterData = PxFilterData());
void createTerrain(const char* terrainName, const char* textureName, PxReal maxHeight = 30.f, bool invert = false);
void createRagdoll(PxVec3 pos, PxVec3 vel, ShaderMaterial& mat);
virtual void onInit(PxScene* pxScene);
virtual void setScene(PxScene* pxScene);
ShaderShadow* mSimSceneShader;
Compound* createObject(const PxVec3 &pos, const PxVec3 &vel, const PxVec3 &omega,
bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0);
Compound* createObject(const PxTransform &pose, const PxVec3 &vel, const PxVec3 &omega,
bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0);
Compound* createObject(PxRigidDynamic* body, const ShaderMaterial &mat, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0);
protected:
void pickDraw();
GLUquadric *mPickQuadric;
SimScene *mSimScene;
//RegularCell3D* mFluidSim;
bool mGunActive;
int mMouseX;
int mMouseY;
bool mMouseDown;
int mFrameNr;
enum Weapon {
wpMeteor,
wpBullet,
wpBall,
numWeapons,
};
static Weapon mWeapon;
int mWeaponLifeTime;
Mesh *mBulletMesh;
Mesh *mAsteroidMesh;
float mMeteorDistance;
float mMeteorVelocity;
float mMeteorSize;
float mLaserImpulse;
float mWeaponImpulse;
PxReal mDefaultContactOffset;
PxReal mDefaultRestOffset;
int debugDrawNumConvexes;
TerrainMesh* mTerrain;
};
#endif // SCENE_BOXES_H