// // 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) 2008-2018 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 CRAB_MANAGER_H #define CRAB_MANAGER_H #include "foundation/Px.h" #include "foundation/PxSimpleTypes.h" #include "common/PxPhysXCommonConfig.h" #include "PsSync.h" #include "CmTask.h" #include "PsArray.h" class SceneCrab; class Crab; class Compound; struct ShaderMaterial; class ShaderShadow; class CrabManager; class CompletionTask : public physx::Cm::Task { physx::shdfnd::Sync& mSync; public: CompletionTask(physx::shdfnd::Sync& sync) : physx::Cm::Task(0), mSync(sync) { } virtual void runInternal() { mSync.set(); } virtual const char* getName() const { return "CrabCompletionTask"; } }; class CrabUpdateStateTask : public physx::Cm::Task { public: CrabManager* mCrabManager; physx::PxU32 mStartIndex; physx::PxU32 mEndIndex; CrabUpdateStateTask(CrabManager* crabManager, const physx::PxU32 startIndex, const physx::PxU32 endIndex) : physx::Cm::Task(0), mCrabManager(crabManager), mStartIndex(startIndex), mEndIndex(endIndex) { } virtual void runInternal(); virtual const char* getName() const { return "CrabCompletionTask"; } }; class CrabManager { public: CrabManager(); ~CrabManager(); void initialize(const physx::PxU32 nbCrabs); void setCrabScene(SceneCrab* sceneCrab) { mSceneCrab = sceneCrab; } void createCrab(const physx::PxVec3& crabPos, const physx::PxReal crabDepth, const physx::PxReal scale, const physx::PxReal legMass, const physx::PxU32 nbLegs); void update(const physx::PxReal dt); physx::PxScene& getScene(); physx::PxPhysics& getPhysics(); //SimScene* getSimScene(); void setScene(physx::PxScene* scene); void setSceneCrab(SceneCrab* sceneCrab); SceneCrab* getSceneCrab(); Compound* createObject(const physx::PxTransform &pose, const physx::PxVec3 &vel, const physx::PxVec3 &omega, bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL); void syncWork(); Crab** getCrabs() { return mCrabs.begin(); } private: SceneCrab* mSceneCrab; //Crab* mCrabs; //physx::PxU32 mNbCrabs; physx::shdfnd::Array mCrabs; physx::shdfnd::Sync mSync; CompletionTask mCompletionTask; //CrabUpdateStateTask* mUpdateStateTask; physx::shdfnd::Array mUpdateStateTask; }; #endif