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kaplademo/source/kaplaDemo/SceneVehicle.h
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kaplademo/source/kaplaDemo/SceneVehicle.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_VEHICLE_H
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#define SCENE_VEHICLE_H
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#include "SceneKapla.h"
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#include "vehicle/PxVehicleWheels.h"
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#include "RawLoader.h"
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#include "VehicleManager.h"
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#include "VehicleController.h"
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#include "VehicleControlInputs.h"
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#include "VehicleCameraController.h"
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using namespace physx;
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// ---------------------------------------------------------------------
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class SceneVehicle : public SceneKapla, public RAWImportCallback
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{
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public:
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SceneVehicle(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb,
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Shader *defaultShader, const char *resourcePath, float slowMotionFactor);
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virtual ~SceneVehicle(){}
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///////////////////////////////////////////////////////////////////////////////
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// Implements RAWImportCallback
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virtual void newMaterial(const RAWMaterial&);
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virtual void newMesh(const RAWMesh&);
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virtual void newTexture(const RAWTexture&);
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virtual void newShape(const RAWShape&){}
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virtual void newHelper(const RAWHelper&){}
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///////////////////////////////////////////////////////////////////////////////
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virtual void handleMouseButton(int button, int state, int x, int y);
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virtual void handleMouseMotion(int x, int y);
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virtual void handleKeyDown(unsigned char key, int x, int y);
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virtual void handleKeyUp(unsigned char key, int x, int y);
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virtual void handleSpecialKey(unsigned char key, int x, int y);
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virtual void handleGamepadButton(int button, bool state);
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virtual void handleGamepadAxis(int axis, float x);
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virtual void handleGamepadTrigger(int trigger, float x);
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virtual void getCamera(PxVec3& pos, PxVec3& dir);
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virtual void preSim(float dt);
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virtual void postSim(float dt);
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virtual void render(bool useShader);
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virtual void customizeSceneDesc(PxSceneDesc& desc);
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virtual void onInit(PxScene* pxScene);
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virtual void setScene(PxScene* pxScene);
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private:
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void renderCar(bool useShader);
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void createStandardMaterials();
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void createVehicle(PxPhysics* pxPhysics);
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void createTerrain(PxU32 size, float width, float chaos);
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void importRAWFile(const char* relativePath, PxReal scale, bool recook = false);
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enum
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{
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MAX_NUM_INDEX_BUFFERS = 16
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};
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PxU32 mNbIB;
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PxU32* mIB[MAX_NUM_INDEX_BUFFERS];
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PxU32 mNbTriangles[MAX_NUM_INDEX_BUFFERS];
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PxU32 mRenderMaterial[MAX_NUM_INDEX_BUFFERS];
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PxVehicleDrivableSurfaceType mVehicleDrivableSurfaceTypes[MAX_NUM_INDEX_BUFFERS];
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PxMaterial* mStandardMaterials[MAX_NUM_INDEX_BUFFERS];
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PxMaterial* mChassisMaterialDrivable;
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PxMaterial* mChassisMaterialNonDrivable;
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VehicleManager mVehicleManager;
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VehicleController mVehicleController;
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VehicleControlInputs mControlInputs;
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VehicleCameraController mCameraController;
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//Terrain
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PxF32* mTerrainVB;
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PxU32 mNbTerrainVerts;
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//render car
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GLuint mTextureIds[2];
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ShaderMaterial mCarPartMaterial[2];
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PxU32 mNumMaterials;
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PxU32 mNumTextures;
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};
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#endif // SCENE_BOXES_H
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