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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) 2008-2021 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef SAMPLE_CUSTOM_GRAVITY_H
#define SAMPLE_CUSTOM_GRAVITY_H
#include "PhysXSample.h"
#include "characterkinematic/PxController.h" // for PxUserControllerHitReport
#include "PxShape.h"
#include "KinematicPlatform.h"
namespace physx
{
class PxBoxController;
class PxCapsuleController;
class PxControllerManager;
}
class SampleCustomGravityCameraController;
//#define CONTACT_OFFSET 0.01f
#define CONTACT_OFFSET 0.1f
#define STEP_OFFSET 0.1f
#define SLOPE_LIMIT 0.0f
#define INVISIBLE_WALLS_HEIGHT 0.0f
#define MAX_JUMP_HEIGHT 0.0f
//#define USE_BOX_CONTROLLER
struct Planet
{
PxVec3 mPos;
float mRadius;
PX_FORCE_INLINE void getUpVector(PxVec3& up, const PxVec3& pos) const
{
up = pos - mPos;
up.normalize();
}
};
PxMat33 fromTo(const PxVec3& from, const PxVec3& to);
class SampleCustomGravity : public PhysXSample, public PxUserControllerHitReport
{
public:
SampleCustomGravity(PhysXSampleApplication& app);
virtual ~SampleCustomGravity();
///////////////////////////////////////////////////////////////////////////////
// Implements SampleApplication
virtual void onInit();
virtual void onInit(bool restart) { onInit(); }
virtual void onShutdown();
virtual void onTickPreRender(PxReal dtime);
virtual void onTickPostRender(PxF32 dtime);
virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
///////////////////////////////////////////////////////////////////////////////
// Implements PhysXSampleApplication
virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
virtual void customizeSample(SampleSetup&);
virtual void customizeSceneDesc(PxSceneDesc&);
virtual void onSubstep(float dtime);
virtual void onDebugObjectCreation(PxRigidDynamic* actor);
virtual PxU32 getDebugObjectTypes() const;
// virtual PxReal getDebugObjectsVelocity() const { return 0;}
///////////////////////////////////////////////////////////////////////////////
// Implements PxUserControllerHitReport
virtual void onShapeHit(const PxControllerShapeHit& hit);
virtual void onControllerHit(const PxControllersHit& hit) {}
virtual void onObstacleHit(const PxControllerObstacleHit& hit) {}
///////////////////////////////////////////////////////////////////////////////
// dynamics
void resetScene();
///////////////////////////////////////////////////////////////////////////////
void buildScene();
///////////////////////////////////////////////////////////////////////////////
PxVec3 mTouchedTriangle[3];
bool mValidTouchedTriangle;
///////////////////////////////////////////////////////////////////////////////
std::vector<PxRigidDynamic*> mDebugActors;
KinematicPlatformManager mPlatformManager;
Planet mPlanet;
// Camera and Controller
SampleCustomGravityCameraController* mCCTCamera;
#ifdef USE_BOX_CONTROLLER
PxBoxController* mBoxController;
#else
PxCapsuleController* mCapsuleController;
#endif
PxControllerManager* mControllerManager;
RenderBaseActor* mRenderActor;
PxExtendedVec3 mControllerInitialPosition;
PxReal mControllerRadius;
#ifdef USE_BOX_CONTROLLER
PxBoxController* createCharacter(const PxExtendedVec3& position);
#else
PxCapsuleController* createCharacter(const PxExtendedVec3& position);
#endif
///////////////////////////////////////////////////////////////////////////////
// rendering
RenderMaterial* mSnowMaterial;
RenderMaterial* mPlatformMaterial;
bool mDrawInvisibleWalls;
bool mEnableCCTDebugRender;
// Platforms
KinematicPlatform* createPlatform(PxU32 nbPts, const PxVec3* pts, const PxQuat& localRot, const PxVec3& extents, PxF32 platformSpeed, PxF32 rotationSpeed);
};
#endif