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PhysX4.1/physx/samples/samplesubmarine/SampleSubmarine.h
2025-11-28 23:13:44 +05:30

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//
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// * Redistributions in binary form must reproduce the above copyright
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// 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
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// 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_SUBMARINE_H
#define SAMPLE_SUBMARINE_H
#include "PhysXSample.h"
#include "PxSimulationEventCallback.h"
namespace physx
{
class PxJoint;
}
class Crab;
class SubmarineCameraController;
struct ClassType
{
enum Type
{
eSEA_MINE,
eCRAB,
};
ClassType(const PxU32 type): mType(type) {}
PxU32 getType() const { return mType; }
const PxU32 mType;
private:
ClassType& operator=(const ClassType&);
};
struct FilterGroup
{
enum Enum
{
eSUBMARINE = (1 << 0),
eMINE_HEAD = (1 << 1),
eMINE_LINK = (1 << 2),
eCRAB = (1 << 3),
eHEIGHTFIELD = (1 << 4),
};
};
struct Seamine: public ClassType, public SampleAllocateable
{
Seamine() : ClassType(ClassType::eSEA_MINE), mMineHead(NULL) {}
std::vector<PxRigidDynamic*> mLinks;
PxRigidDynamic* mMineHead;
};
class SampleSubmarine : public PhysXSample, public PxSimulationEventCallback
{
friend class Crab;
public:
SampleSubmarine(PhysXSampleApplication& app);
virtual ~SampleSubmarine();
///////////////////////////////////////////////////////////////////////////////
// Implements PxSimulationEventCallback
virtual void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs);
virtual void onTrigger(PxTriggerPair* pairs, PxU32 count);
virtual void onConstraintBreak(PxConstraintInfo*, PxU32) {}
virtual void onWake(PxActor** , PxU32 ) {}
virtual void onSleep(PxActor** , PxU32 ){}
virtual void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
///////////////////////////////////////////////////////////////////////////////
// Implements SampleApplication
virtual void onInit();
virtual void onInit(bool restart) { onInit(); }
virtual void onShutdown();
virtual void onTickPreRender(float dtime);
virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val);
virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
///////////////////////////////////////////////////////////////////////////////
// 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 customizeRender();
// called at end of a simulation substep
virtual void onSubstep(float dtime);
// called before the simulation begins, useful for setting up
// tasks that need to finish before the completionTask can be called
virtual void onSubstepSetup(float dtime, PxBaseTask* completionTask);
// called once the simulation has begun running
virtual void onSubstepStart(float dtime);
virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
///////////////////////////////////////////////////////////////////////////////
void createMaterials();
Seamine* createSeamine(const PxVec3& position, PxReal height);
PxRigidDynamic* createSubmarine(const PxVec3& inPosition, const PxReal yRot);
void explode(PxRigidActor* actor, const PxVec3& explosionPos, const PxReal explosionStrength);
void handleInput();
PxRigidActor* loadTerrain(const char* name, const PxReal heightScale, const PxReal rowScale, const PxReal columnScale);
void createDynamicActors();
void resetScene();
std::vector<void*>& getCrabsMemoryDeleteList() { return mCrabsMemoryDeleteList; }
private:
std::vector<PxJoint*> mJoints;
std::vector<Seamine*> mMinesToExplode;
std::vector<Seamine*> mSeamines;
std::vector<Crab*> mCrabs;
std::vector<void*> mCrabsMemoryDeleteList;
PxRigidDynamic* mSubmarineActor;
RenderMaterial* mSeamineMaterial;
PxRigidDynamic* mCameraAttachedToActor;
SubmarineCameraController* mSubmarineCameraController;
};
#endif