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kaplademo/source/kaplaDemo/SceneKaplaTower.h
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kaplademo/source/kaplaDemo/SceneKaplaTower.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) 2018 NVIDIA Corporation. All rights reserved.
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#ifndef SCENE_KAPLA_TOWER_H
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#define SCENE_KAPLA_TOWER_H
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#include "SceneKapla.h"
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using namespace physx;
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// ---------------------------------------------------------------------
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class SceneKaplaTower : public SceneKapla
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{
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public:
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SceneKaplaTower(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb,
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Shader *defaultShader, const char *resourcePath, float slowMotionFactor);
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virtual ~SceneKaplaTower(){}
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virtual void handleKeyDown(unsigned char key, int x, int y);
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virtual void preSim(float dt);
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virtual void postSim(float dt);
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virtual void onInit(PxScene* pxScene);
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private:
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void createGeometricTower(PxU32 height, PxU32 nbFacets, PxVec3 dims, PxVec3 startPos, PxReal startDensity, PxMaterial* material, ShaderMaterial& mat);
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void createCommunicationWire(PxVec3 startPos, PxVec3 endPos,PxReal connectRadius, PxReal connectHeight, PxReal density, PxReal offset, PxRigidDynamic* startBody,
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PxRigidDynamic* endBody, PxMaterial* material, ShaderMaterial& mat, PxQuat& rot);
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void createTwistTower(PxU32 height, PxU32 nbBlocksPerLayer, PxVec3 dims, PxVec3 startPos, PxMaterial* material, ShaderMaterial& mat);
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void createRectangularTower(PxU32 nbX, PxU32 nbZ, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat);
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//void createCylindricalTower(PxU32 nbRadialPoints, PxReal maxRadius, PxReal minRadius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat);
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PxReal mAccumulatedTime;
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bool hadInteraction;
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PxU32 nbProjectiles;
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};
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#endif // SCENE_BOXES_H
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