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physx/samples/samplecustomgravity/SampleCustomGravity.h
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physx/samples/samplecustomgravity/SampleCustomGravity.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) 2008-2021 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 SAMPLE_CUSTOM_GRAVITY_H
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#define SAMPLE_CUSTOM_GRAVITY_H
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#include "PhysXSample.h"
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#include "characterkinematic/PxController.h" // for PxUserControllerHitReport
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#include "PxShape.h"
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#include "KinematicPlatform.h"
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namespace physx
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{
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class PxBoxController;
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class PxCapsuleController;
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class PxControllerManager;
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}
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class SampleCustomGravityCameraController;
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//#define CONTACT_OFFSET 0.01f
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#define CONTACT_OFFSET 0.1f
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#define STEP_OFFSET 0.1f
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#define SLOPE_LIMIT 0.0f
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#define INVISIBLE_WALLS_HEIGHT 0.0f
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#define MAX_JUMP_HEIGHT 0.0f
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//#define USE_BOX_CONTROLLER
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struct Planet
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{
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PxVec3 mPos;
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float mRadius;
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PX_FORCE_INLINE void getUpVector(PxVec3& up, const PxVec3& pos) const
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{
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up = pos - mPos;
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up.normalize();
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}
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};
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PxMat33 fromTo(const PxVec3& from, const PxVec3& to);
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class SampleCustomGravity : public PhysXSample, public PxUserControllerHitReport
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{
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public:
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SampleCustomGravity(PhysXSampleApplication& app);
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virtual ~SampleCustomGravity();
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///////////////////////////////////////////////////////////////////////////////
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// Implements SampleApplication
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virtual void onInit();
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virtual void onInit(bool restart) { onInit(); }
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virtual void onShutdown();
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virtual void onTickPreRender(PxReal dtime);
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virtual void onTickPostRender(PxF32 dtime);
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virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
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virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
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virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
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///////////////////////////////////////////////////////////////////////////////
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// Implements PhysXSampleApplication
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virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
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virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
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virtual void customizeSample(SampleSetup&);
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virtual void customizeSceneDesc(PxSceneDesc&);
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virtual void onSubstep(float dtime);
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virtual void onDebugObjectCreation(PxRigidDynamic* actor);
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virtual PxU32 getDebugObjectTypes() const;
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// virtual PxReal getDebugObjectsVelocity() const { return 0;}
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///////////////////////////////////////////////////////////////////////////////
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// Implements PxUserControllerHitReport
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virtual void onShapeHit(const PxControllerShapeHit& hit);
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virtual void onControllerHit(const PxControllersHit& hit) {}
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virtual void onObstacleHit(const PxControllerObstacleHit& hit) {}
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///////////////////////////////////////////////////////////////////////////////
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// dynamics
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void resetScene();
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///////////////////////////////////////////////////////////////////////////////
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void buildScene();
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///////////////////////////////////////////////////////////////////////////////
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PxVec3 mTouchedTriangle[3];
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bool mValidTouchedTriangle;
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///////////////////////////////////////////////////////////////////////////////
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std::vector<PxRigidDynamic*> mDebugActors;
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KinematicPlatformManager mPlatformManager;
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Planet mPlanet;
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// Camera and Controller
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SampleCustomGravityCameraController* mCCTCamera;
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#ifdef USE_BOX_CONTROLLER
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PxBoxController* mBoxController;
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#else
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PxCapsuleController* mCapsuleController;
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#endif
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PxControllerManager* mControllerManager;
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RenderBaseActor* mRenderActor;
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PxExtendedVec3 mControllerInitialPosition;
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PxReal mControllerRadius;
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#ifdef USE_BOX_CONTROLLER
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PxBoxController* createCharacter(const PxExtendedVec3& position);
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#else
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PxCapsuleController* createCharacter(const PxExtendedVec3& position);
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// rendering
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RenderMaterial* mSnowMaterial;
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RenderMaterial* mPlatformMaterial;
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bool mDrawInvisibleWalls;
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bool mEnableCCTDebugRender;
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// Platforms
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KinematicPlatform* createPlatform(PxU32 nbPts, const PxVec3* pts, const PxQuat& localRot, const PxVec3& extents, PxF32 platformSpeed, PxF32 rotationSpeed);
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};
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#endif
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