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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 CHUNKLOADER_H
#define CHUNKLOADER_H
#include "PsMutex.h"
#include "PsThread.h"
#include "PhysXSample.h"
#include "PsTime.h"
#define ENABLE_PROGRESS_BAR 1
typedef PxU16 CoordType;
typedef PxU32 IDType;
#define N1 7
//The terrain has 16*16 grids
#define N2 256
//The width of each terrain chunk, this is the hardcoded number accroding to Terrain.bin
#define CHUNK_WIDTH 256.0f
#define MATERIAL_ROAD_GRASS 1003
#define MATERIAL_BRICKS 1004
#define MATERIAL_BUILDING 1005
#define MATERIAL_FARM 1006
#define MATERIAL_TREE 1007
PX_FORCE_INLINE PxShape* getShape(const PxRigidActor& actor)
{
PX_ASSERT(actor.getNbShapes() >= 1);
PxShape* shape = NULL;
actor.getShapes(&shape, 1);
return shape;
}
typedef union
{
struct{
CoordType x, y;
} coord;
IDType id;
}ChunkID;
static PX_INLINE bool operator < (const ChunkID& _Left, const ChunkID& _Right)
{
return _Left.id < _Right.id;
}
static PX_INLINE bool operator == (const ChunkID& _Left, PxU32 _Right)
{
return _Left.id == _Right;
}
static PX_INLINE bool operator == (const ChunkID& _Left, ChunkID _Right)
{
return _Left.id == _Right.id;
}
struct ChunkCommandType
{
enum Enum
{
eAdd,
eRemove
};
};
struct ChunkCommand
{
ChunkCommand(ChunkCommandType::Enum _type, const ChunkID& _id)
{
type = _type;
id = _id;
}
ChunkCommandType::Enum type;
ChunkID id;
};
struct DynamicObjects
{
DynamicObjects(PxRigidDynamic* _actor, bool _isImportant)
{
actor = _actor;
isImportant = _isImportant;
id.id = 0;
}
PxRigidDynamic* actor;
bool isImportant;
ChunkID id;
};
class SampleLargeWorld;
class BackgroundLoader : public SampleAllocateable
{
public:
struct DeferredLoadedRenderData : public RAWMesh
{
DeferredLoadedRenderData():shape(NULL){}
//the shape to link with
PxShape* shape;
};
public:
BackgroundLoader(SampleLargeWorld& sample, CoordType halfRange, CoordType terrainRange, PxF32 chunkWidth);
~BackgroundLoader();
void addDynamicObject(PxRigidDynamic* inActor, bool inIsImportant)
{
mDyncActors.push_back(new DynamicObjects(inActor, inIsImportant));
updateDynamicChunkId();
}
void onTick();
void updateChunk(const PxVec3& cameraPos);
//The lock for accessing streaming progress and timing status
Ps::ReadWriteLock mLoaderStatusLock;
#ifdef ENABLE_PROGRESS_BAR
volatile PxU32 mQueryLength;
volatile PxF32 mQueryProgress;
#endif
volatile Ps::Time::Second mDiskIOTime;
volatile Ps::Time::Second mPhyXStreamTime;
volatile Ps::Time::Second mGraphicStreamTime;
private:
const char* getPathname( ChunkID id );
void serialize(PxCollection* collection, ChunkID id);
void addReadyChunkToScene(ChunkID id);
void destroyChunk(ChunkID id);
void updateDynamicChunkId();
//Return NULL means already loaded or cannot load
PxCollection* loadChunk(ChunkID id);
void createRenderObjectsFromCollection(PxCollection* collection);
void deleteLoadedRenderQueue();
void deleteCollections();
void* loaderThread();
static void* loaderThread(void* loader);
DeferredLoadedRenderData* createRawMeshFromObjMesh(const char* name, const PxTransform& pos, DeferredLoadedRenderData& rawMesh);
private:
struct CollectionMemory
{
CollectionMemory()
: collection(NULL)
, memory(NULL)
, addToScene(false)
{
}
PxCollection* collection;
void* memory;
bool addToScene;
};
typedef std::map<ChunkID, CollectionMemory> CollectionIdMap;
CollectionIdMap mCollectionIdMap;
std::vector<ChunkID> mRequestQueue;
std::vector<DynamicObjects*> mDyncActors;
std::vector<PxActor*> mRemovingActors;
//We calculate terrain's normals and store here
std::vector<DeferredLoadedRenderData> mLoadedRenderDataQueue;
physx::shdfnd::Thread* mLoaderThread;
//The lock to access ChunkQueue arrays
physx::shdfnd::Mutex mQueueLock;
//The lock to access mCollectionIdMap
physx::shdfnd::Mutex mCollectionLock;
//A signal to inform background thread new jobs
shdfnd::Sync mRequestReady;
SampleLargeWorld* mSampleLargeWorld;
PxPhysics& mPhysics;
PxScene& mScene;
PxMaterial& mMaterial;
ChunkID mCurChunkId;
CoordType mHalfRange;
CoordType mTerrainRange;
PxF32 mChunkWidth;
//Internal Timing varialbe
Ps::Time::Second mDiskIOTimeCounter;
Ps::Time::Second mPhyXStreamTimeCounter;
Ps::Time::Second mGraphicStreamTimeCounter;
PxBounds3 mLocalBounds;
PxSerializationRegistry* mSr;
std::vector<ChunkCommand> mChunkCmds;
};
#endif

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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.
#include "SampleDirManager.h"
#include "SampleLargeWorld.h"
#include "MeshBuilder.h"
#include "wavefront.h"
using namespace PxToolkit;
using namespace physx;
using namespace shdfnd;
#define MATERIAL_ID 1
MeshBuilder::MeshBuilder(SampleLargeWorld& sample, const char* filename)
: mSampleLargeWorld(&sample)
, mPhysics(sample.getPhysics())
, mScene(sample.getActiveScene())
, mCooking(sample.getCooking())
, mMaterial(sample.getDefaultMaterial())
, mStringTable(sample.mStringTable)
{
PxDefaultFileInputData inputStream(filename);
PxSerializationRegistry* sr = PxSerialization::createSerializationRegistry(mPhysics);
PxCollection* c = PxSerialization::createCollectionFromXml(inputStream, mCooking, *sr, NULL, mStringTable);
PX_ASSERT( c );
c->add( mMaterial, MATERIAL_ID );
PxSerialization::complete(*c, *sr);
PxU32 count = c->getNbObjects();
for(PxU32 i = 0; i < count; i++)
{
PxBase* object = &c->getObject(i);
switch ( object->getConcreteType() )
{
case PxConcreteType::eCONVEX_MESH:
{
PxConvexMesh* j = static_cast<PxConvexMesh*>(object);
mConvexMeshes.push_back( j );
break;
}
case PxConcreteType::eTRIANGLE_MESH_BVH33:
case PxConcreteType::eTRIANGLE_MESH_BVH34:
{
PxTriangleMesh* j = static_cast<PxTriangleMesh*>(object);
mTriMeshes.push_back(j);
break;
}
default:
break;
}
}
c->release();
sr->release();
}
void MeshBuilder::addObjMeshToPxCollection(
PxPhysics& physics,
PxCooking& cooking,
PxMaterial& material,
const char* filename,
const char* filenameCooked,
const PxTransform& pose,
const PxVec3& scale,
PxCollection& collection,
const char* name)
{
PxTriangleMesh* mesh = NULL;
PxDefaultFileInputData cooked(filenameCooked);
if (cooked.isValid())
{
//load from disc
mesh = physics.createTriangleMesh(cooked); //if this load fails, maybe old format. try to recook below.
}
if(!mesh)
{
WavefrontObj wfo;
if (!wfo.loadObj(filename, false))
{
shdfnd::printFormatted("Error loading file: %s\n", filename);
}
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = wfo.mVertexCount;
meshDesc.triangles.count = wfo.mTriCount;
meshDesc.points.stride = sizeof(float) * 3;
meshDesc.triangles.stride = sizeof(int) * 3;
meshDesc.points.data = wfo.mVertices;
meshDesc.triangles.data = wfo.mIndices;
bool ok;
{
PxDefaultFileOutputStream stream(filenameCooked);
ok = cooking.cookTriangleMesh(meshDesc, stream);
}
if ( ok )
{
PxDefaultFileInputData stream(filenameCooked);
mesh = physics.createTriangleMesh(stream);
}
}
PX_ASSERT( mesh );
PxRigidStatic* actor = physics.createRigidStatic(pose);
PX_ASSERT( actor );
PxMeshScale meshScale = PxMeshScale(scale, PxQuat(PxIdentity));
PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxTriangleMeshGeometry(mesh, meshScale), material);
PX_ASSERT( shape );
shape->setFlag(PxShapeFlag::eVISUALIZATION, false);
if( name )
{
actor->setName(name);
}
collection.add(*actor);
}
void MeshBuilder::addRepXToPxCollection(
const PxTransform& pose,
const PxVec3& scale,
PxCollection& collection,
const char* name)
{
PxRigidStatic* actor = mPhysics.createRigidStatic(pose);
PX_ASSERT( actor );
size_t size = mConvexMeshes.size();
PxMeshScale meshScale = PxMeshScale(scale, PxQuat(PxIdentity));
for(PxU32 i = 0; i < size; ++i)
{
PxConvexMesh* mesh = mConvexMeshes[i];
PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxConvexMeshGeometry(mesh, meshScale), mMaterial);
PX_ASSERT( shape );
shape->setFlag(PxShapeFlag::eVISUALIZATION, false);
}
size = mTriMeshes.size();
for(PxU32 i = 0; i < size; ++i)
{
PxTriangleMesh* mesh = mTriMeshes[i];
PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxTriangleMeshGeometry(mesh, meshScale), mMaterial);
PX_ASSERT( shape );
shape->setFlag(PxShapeFlag::eVISUALIZATION, false);
}
if( name )
actor->setName(name);
collection.add(*actor);
}

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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 MESHBUILDER_H
#define MESHBUILDER_H
#include "PhysXSample.h"
class SampleLargeWorld;
class MeshBuilder : public SampleAllocateable
{
public:
MeshBuilder(SampleLargeWorld& sample, const char* filename);
~MeshBuilder() {}
void addRepXToPxCollection(
const PxTransform& pose,
const PxVec3& scale,
PxCollection& collection,
const char* name = NULL);
static void addObjMeshToPxCollection(
PxPhysics& physics,
PxCooking& cooking,
PxMaterial& material,
const char* filename,
const char* filenameCooked,
const PxTransform& pose,
const PxVec3& scale,
PxCollection& collection,
const char* name = NULL);
private:
MeshBuilder& operator=(const MeshBuilder&);
SampleLargeWorld* mSampleLargeWorld;
PxPhysics& mPhysics;
PxScene& mScene;
PxCooking& mCooking;
PxMaterial& mMaterial;
PxRigidStatic* mStaticActor;
PxStringTable* mStringTable;
std::vector<PxConvexMesh*> mConvexMeshes;
std::vector<PxTriangleMesh*> mTriMeshes;
};
#endif

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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_LARGE_WORLD_H
#define SAMPLE_LARGE_WORLD_H
#include "PhysXSample.h"
#include "ChunkLoader.h"
#include "characterkinematic/PxController.h"
#include "characterkinematic/PxControllerBehavior.h"
#include "PxTkRandom.h"
namespace physx
{
class PxControllerManager;
}
class SampleCCTCameraController;
class ControlledActor;
class RenderBaseActor;
class BackgroundLoader;
typedef Ps::HashMap<const char*, RAWMesh, Ps::Hash<const char*>, Ps::RawAllocator> ObjMeshMap;
class SampleLargeWorld : public PhysXSample
, public PxUserControllerHitReport, public PxControllerBehaviorCallback, public PxQueryFilterCallback
{
friend class BackgroundLoader;
public:
SampleLargeWorld(PhysXSampleApplication& app);
virtual ~SampleLargeWorld();
///////////////////////////////////////////////////////////////////////////////
// Implements SampleApplication
virtual void onInit();
virtual void onInit(bool restart) { onInit(); }
virtual void onShutdown();
virtual void onTickPreRender(PxF32 dtime);
virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
//virtual void onRelease(const PxBase* , void* , PxDeletionEventFlag::Enum ) {}
///////////////////////////////////////////////////////////////////////////////
// Implements PhysXSampleApplication
virtual void customizeSceneDesc(PxSceneDesc&);
virtual void customizeSample(SampleSetup&);
virtual void onSubstep(PxF32 dtime);
virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
virtual void customizeRender();
virtual void newMesh(const RAWMesh&);
///////////////////////////////////////////////////////////////////////////////
// Implements PxUserControllerHitReport
virtual void onShapeHit(const PxControllerShapeHit& hit);
virtual void onControllerHit(const PxControllersHit& hit) {}
virtual void onObstacleHit(const PxControllerObstacleHit& hit) {}
///////////////////////////////////////////////////////////////////////////////
// Implements PxControllerBehaviorCallback
virtual PxControllerBehaviorFlags getBehaviorFlags(const PxShape& shape, const PxActor& actor);
virtual PxControllerBehaviorFlags getBehaviorFlags(const PxController& controller);
virtual PxControllerBehaviorFlags getBehaviorFlags(const PxObstacle& obstacle);
///////////////////////////////////////////////////////////////////////////////
// Implements PxQueryFilterCallback
virtual PxQueryHitType::Enum preFilter(const PxFilterData& filterData, const PxShape* shape, const PxRigidActor* actor, PxHitFlags& queryFlags);
virtual PxQueryHitType::Enum postFilter(const PxFilterData& filterData, const PxQueryHit& hit);
///////////////////////////////////////////////////////////////////////////////
// Implements PxSimulationFilterShader
enum
{
CCD_FLAG = 1<<29,
};
static PxFilterFlags filter(PxFilterObjectAttributes attributes0,
PxFilterData filterData0,
PxFilterObjectAttributes attributes1,
PxFilterData filterData1,
PxPairFlags& pairFlags,
const void* constantBlock,
PxU32 constantBlockSize);
///////////////////////////////////////////////////////////////////////////////
//Create chunk_i_j file
void createChunk(CoordType coordX, CoordType coordY, PxCollection& outCollection);
private:
RAWMesh* createRawMeshFromMeshGeom(const PxTriangleMeshGeometry& mesh, RAWMesh &rawMesh);
RAWMesh* createRAWMeshFromObjMesh(const char* inObjFileName, const PxTransform& inPos, PxU32 inMaterialID, RAWMesh &outRawMesh);
//Deep cope
void cloneMesh(const RAWMesh& inSrc, RAWMesh& outDst);
void renderProgressBar(PxF32 ratio, bool needFlush = false);
void releaseJoints();
bool readyToSyncCCT();
void attachNearestObjectsToCCT();
PxRigidDynamic* createBox(const PxVec3& pos, const PxVec3& dims, const PxVec3* linVel,
RenderMaterial* material, PxReal density);
void addWindMills(const PxTriangleMeshGeometry& meshGeom, PxToolkit::BasicRandom& random,
const PxBounds3& bound, PxCollection& outCollection);
void addTrees(const PxTriangleMeshGeometry& meshGeom, const PxBounds3& bound, PxCollection& outCollection);
void addCity(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
void addFarm(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
void addFortress(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
static void setCCDActive(PxShape& shape);
static bool isCCDActive(PxFilterData& filterData);
PxTriangleMesh* generateTriMesh(const SampleArray<PxVec3>* vertices, const SampleArray<PxU32>* indices);
void setCollisionGroup(PxRigidActor* actor, PxU32 group);
//Terrain template data from Terrain.bin
struct BinData
{
SampleArray<SampleArray<PxVec3> > mTerrainVertices;
SampleArray<SampleArray<PxU32> > mTerrainIndices;
CoordType mDim;
//Need parent to render progress bar
void serialize(SampleLargeWorld* parent, const char* terrainFile);
}binData;
ObjMeshMap mRenderMeshCache;
BackgroundLoader* mBGLoader;
SampleCCTCameraController* mCCTCamera;
ControlledActor* mActor;
PxControllerManager* mControllerManager;
PxExtendedVec3 mControllerInitialPosition;
PxExtendedVec3 mLastCCTPosition;
std::vector<PxFixedJoint*> mFixedJoints;
//Sky box
RenderBaseActor* mSkybox[5];
//For progress bar renderering
PxReal mProgressBarRatio;
Ps::Time::Second mDiskIOTime;
Ps::Time::Second mPhysxStreaming;
Ps::Time::Second mGraphicStreaming;
//Bound of the whole world
PxBounds3 mWorldBound;
bool mReadyToSyncCCT;
bool mAddRenderActor;
bool mPick;
bool mKeyShiftDown;
PxReal mDefaultCameraSpeed;
public:
static const PxU32 DEFAULT_COLLISION_GROUP = 0;
static const PxU32 FAN_COLLISION_GROUP = 1;
static const PxU32 PICKING_COLLISION_GROUP = 2;
PxStringTable* mStringTable;
};
#endif

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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.
#include "SampleLargeWorld.h"
#include "KinematicPlatform.h"
#include "SampleCCTActor.h"
#include "SampleCCTCameraController.h"
extern const char* gDynamic;
void SampleLargeWorld::onShapeHit(const PxControllerShapeHit& hit)
{
defaultCCTInteraction(hit);
}
PxControllerBehaviorFlags SampleLargeWorld::getBehaviorFlags(const PxShape& shape, const PxActor& actor)
{
return PxControllerBehaviorFlags(0);
}
PxControllerBehaviorFlags SampleLargeWorld::getBehaviorFlags(const PxController&)
{
return PxControllerBehaviorFlags(0);
}
PxControllerBehaviorFlags SampleLargeWorld::getBehaviorFlags(const PxObstacle&)
{
return PxControllerBehaviorFlag::eCCT_CAN_RIDE_ON_OBJECT|PxControllerBehaviorFlag::eCCT_SLIDE;
}
PxQueryHitType::Enum SampleLargeWorld::preFilter(const PxFilterData& filterData, const PxShape* shape, const PxRigidActor* actor, PxHitFlags& queryFlags)
{
PX_UNUSED(actor);
const char* actorName = shape->getActor()->getName();
if(actorName==gDynamic)
return PxQueryHitType::eNONE;
return PxQueryHitType::eBLOCK;
}
PxQueryHitType::Enum SampleLargeWorld::postFilter(const PxFilterData& filterData, const PxQueryHit& hit)
{
return PxQueryHitType::eBLOCK;
}

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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.
#ifndef _SAMPLE_LARGE_WORLD_INPUT_EVENT_IDS_H
#define _SAMPLE_LARGE_WORLD_INPUT_EVENT_IDS_H
#include <SampleBaseInputEventIds.h>
// InputEvents used by SampleCharacterController
enum SampleLargeWorldInputEventIds
{
SAMPLE_LARGE_WORLD_FIRST = NUM_SAMPLE_BASE_INPUT_EVENT_IDS,
RETRY,
THROW_IMPORTANTOBJECT,
THROW_UNIMPORTANCTOBJECT,
PICK_NEARSETOBJECT,
FLY_CAMERA,
NUM_SAMPLE_LARGE_WORLD_INPUT_EVENT_IDS,
};
#endif