// // 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_KAPLA_TOWER_H #define SCENE_KAPLA_TOWER_H #include "SceneKapla.h" using namespace physx; // --------------------------------------------------------------------- class SceneKaplaTower : public SceneKapla { public: SceneKaplaTower(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb, Shader *defaultShader, const char *resourcePath, float slowMotionFactor); virtual ~SceneKaplaTower(){} virtual void handleKeyDown(unsigned char key, int x, int y); virtual void preSim(float dt); virtual void postSim(float dt); virtual void onInit(PxScene* pxScene); private: void createGeometricTower(PxU32 height, PxU32 nbFacets, PxVec3 dims, PxVec3 startPos, PxReal startDensity, PxMaterial* material, ShaderMaterial& mat); void createCommunicationWire(PxVec3 startPos, PxVec3 endPos,PxReal connectRadius, PxReal connectHeight, PxReal density, PxReal offset, PxRigidDynamic* startBody, PxRigidDynamic* endBody, PxMaterial* material, ShaderMaterial& mat, PxQuat& rot); void createTwistTower(PxU32 height, PxU32 nbBlocksPerLayer, PxVec3 dims, PxVec3 startPos, PxMaterial* material, ShaderMaterial& mat); void createRectangularTower(PxU32 nbX, PxU32 nbZ, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat); //void createCylindricalTower(PxU32 nbRadialPoints, PxReal maxRadius, PxReal minRadius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat); PxReal mAccumulatedTime; bool hadInteraction; PxU32 nbProjectiles; }; #endif // SCENE_BOXES_H