// // 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) 2018 NVIDIA Corporation. All rights reserved. #ifndef SCENE_FRACTURE_H #define SCENE_FRACTURE_H #include "SampleViewerScene.h" #include "Compound.h" #include "Shader.h" #include "foundation/PxVec3.h" #include "PhysXMacros.h" #include "PxFiltering.h" extern int DEFAULT_SOLVER_ITERATIONS; using namespace physx; class GLUquadric; class Particles; class ShaderShadow; class SimScene; class Mesh; class RegularCell3D; class TerrainMesh; // --------------------------------------------------------------------- class SceneKapla : public SampleViewerScene { public: SceneKapla(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb, Shader *defaultShader, const char *resourcePath, float slowMotionFactor); virtual ~SceneKapla(); virtual void preSim(float dt); virtual void postSim(float dt); virtual void handleMouseButton(int button, int state, int x, int y); virtual void handleMouseMotion(int x, int y); virtual void handleKeyDown(unsigned char key, int x, int y); virtual void handleKeyUp(unsigned char key, int x, int y); virtual void handleSpecialKey(unsigned char key, int x, int y); virtual void render(bool useShader); virtual void printPerfInfo(); SimScene* getSimScene() {return mSimScene;} ShaderShadow* getSimSceneShader() {return mSimSceneShader;} virtual std::string getWeaponName(); virtual bool isSceneKapla() {return true;} void shoot(PxVec3 &orig, PxVec3 &dir); void createCylindricalTower(PxU32 nbRadialPoints, PxReal maxRadius, PxReal minRadius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat, PxFilterData& simFilterData, PxFilterData& queryFilterData, PxReal density = 1.f, const bool useSweep = false, bool startAsleep = false); void createWall(PxReal radius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat, PxFilterData& simFilterData, PxFilterData& queryFilterData, PxReal density = 1.f); void createGroundPlane(PxFilterData simFilterData = PxFilterData(), PxVec3 pose = PxVec3(0,0,0), PxFilterData queryFilterData = PxFilterData()); void createTerrain(const char* terrainName, const char* textureName, PxReal maxHeight = 30.f, bool invert = false); void createRagdoll(PxVec3 pos, PxVec3 vel, ShaderMaterial& mat); virtual void onInit(PxScene* pxScene); virtual void setScene(PxScene* pxScene); ShaderShadow* mSimSceneShader; Compound* createObject(const PxVec3 &pos, const PxVec3 &vel, const PxVec3 &omega, bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0); Compound* createObject(const PxTransform &pose, const PxVec3 &vel, const PxVec3 &omega, bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0); Compound* createObject(PxRigidDynamic* body, const ShaderMaterial &mat, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0); protected: void pickDraw(); GLUquadric *mPickQuadric; SimScene *mSimScene; //RegularCell3D* mFluidSim; bool mGunActive; int mMouseX; int mMouseY; bool mMouseDown; int mFrameNr; enum Weapon { wpMeteor, wpBullet, wpBall, numWeapons, }; static Weapon mWeapon; int mWeaponLifeTime; Mesh *mBulletMesh; Mesh *mAsteroidMesh; float mMeteorDistance; float mMeteorVelocity; float mMeteorSize; float mLaserImpulse; float mWeaponImpulse; PxReal mDefaultContactOffset; PxReal mDefaultRestOffset; int debugDrawNumConvexes; TerrainMesh* mTerrain; }; #endif // SCENE_BOXES_H