204 lines
8.0 KiB
C++
204 lines
8.0 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef SAMPLE_LARGE_WORLD_H
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#define SAMPLE_LARGE_WORLD_H
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#include "PhysXSample.h"
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#include "ChunkLoader.h"
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#include "characterkinematic/PxController.h"
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#include "characterkinematic/PxControllerBehavior.h"
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#include "PxTkRandom.h"
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namespace physx
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{
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class PxControllerManager;
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}
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class SampleCCTCameraController;
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class ControlledActor;
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class RenderBaseActor;
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class BackgroundLoader;
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typedef Ps::HashMap<const char*, RAWMesh, Ps::Hash<const char*>, Ps::RawAllocator> ObjMeshMap;
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class SampleLargeWorld : public PhysXSample
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, public PxUserControllerHitReport, public PxControllerBehaviorCallback, public PxQueryFilterCallback
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{
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friend class BackgroundLoader;
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public:
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SampleLargeWorld(PhysXSampleApplication& app);
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virtual ~SampleLargeWorld();
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///////////////////////////////////////////////////////////////////////////////
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// Implements SampleApplication
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virtual void onInit();
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virtual void onInit(bool restart) { onInit(); }
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virtual void onShutdown();
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virtual void onTickPreRender(PxF32 dtime);
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virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
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//virtual void onRelease(const PxBase* , void* , PxDeletionEventFlag::Enum ) {}
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///////////////////////////////////////////////////////////////////////////////
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// Implements PhysXSampleApplication
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virtual void customizeSceneDesc(PxSceneDesc&);
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virtual void customizeSample(SampleSetup&);
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virtual void onSubstep(PxF32 dtime);
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virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
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virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
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virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
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virtual void customizeRender();
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virtual void newMesh(const RAWMesh&);
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///////////////////////////////////////////////////////////////////////////////
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// Implements PxUserControllerHitReport
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virtual void onShapeHit(const PxControllerShapeHit& hit);
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virtual void onControllerHit(const PxControllersHit& hit) {}
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virtual void onObstacleHit(const PxControllerObstacleHit& hit) {}
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///////////////////////////////////////////////////////////////////////////////
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// Implements PxControllerBehaviorCallback
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virtual PxControllerBehaviorFlags getBehaviorFlags(const PxShape& shape, const PxActor& actor);
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virtual PxControllerBehaviorFlags getBehaviorFlags(const PxController& controller);
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virtual PxControllerBehaviorFlags getBehaviorFlags(const PxObstacle& obstacle);
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///////////////////////////////////////////////////////////////////////////////
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// Implements PxQueryFilterCallback
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virtual PxQueryHitType::Enum preFilter(const PxFilterData& filterData, const PxShape* shape, const PxRigidActor* actor, PxHitFlags& queryFlags);
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virtual PxQueryHitType::Enum postFilter(const PxFilterData& filterData, const PxQueryHit& hit);
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///////////////////////////////////////////////////////////////////////////////
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// Implements PxSimulationFilterShader
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enum
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{
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CCD_FLAG = 1<<29,
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};
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static PxFilterFlags filter(PxFilterObjectAttributes attributes0,
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PxFilterData filterData0,
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PxFilterObjectAttributes attributes1,
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PxFilterData filterData1,
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PxPairFlags& pairFlags,
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const void* constantBlock,
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PxU32 constantBlockSize);
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///////////////////////////////////////////////////////////////////////////////
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//Create chunk_i_j file
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void createChunk(CoordType coordX, CoordType coordY, PxCollection& outCollection);
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private:
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RAWMesh* createRawMeshFromMeshGeom(const PxTriangleMeshGeometry& mesh, RAWMesh &rawMesh);
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RAWMesh* createRAWMeshFromObjMesh(const char* inObjFileName, const PxTransform& inPos, PxU32 inMaterialID, RAWMesh &outRawMesh);
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//Deep cope
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void cloneMesh(const RAWMesh& inSrc, RAWMesh& outDst);
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void renderProgressBar(PxF32 ratio, bool needFlush = false);
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void releaseJoints();
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bool readyToSyncCCT();
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void attachNearestObjectsToCCT();
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PxRigidDynamic* createBox(const PxVec3& pos, const PxVec3& dims, const PxVec3* linVel,
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RenderMaterial* material, PxReal density);
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void addWindMills(const PxTriangleMeshGeometry& meshGeom, PxToolkit::BasicRandom& random,
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const PxBounds3& bound, PxCollection& outCollection);
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void addTrees(const PxTriangleMeshGeometry& meshGeom, const PxBounds3& bound, PxCollection& outCollection);
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void addCity(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
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void addFarm(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
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void addFortress(SampleArray<PxVec3>& terrainVertices, const PxBounds3& bound, PxCollection& outCollection);
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static void setCCDActive(PxShape& shape);
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static bool isCCDActive(PxFilterData& filterData);
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PxTriangleMesh* generateTriMesh(const SampleArray<PxVec3>* vertices, const SampleArray<PxU32>* indices);
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void setCollisionGroup(PxRigidActor* actor, PxU32 group);
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//Terrain template data from Terrain.bin
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struct BinData
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{
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SampleArray<SampleArray<PxVec3> > mTerrainVertices;
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SampleArray<SampleArray<PxU32> > mTerrainIndices;
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CoordType mDim;
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//Need parent to render progress bar
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void serialize(SampleLargeWorld* parent, const char* terrainFile);
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}binData;
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ObjMeshMap mRenderMeshCache;
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BackgroundLoader* mBGLoader;
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SampleCCTCameraController* mCCTCamera;
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ControlledActor* mActor;
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PxControllerManager* mControllerManager;
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PxExtendedVec3 mControllerInitialPosition;
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PxExtendedVec3 mLastCCTPosition;
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std::vector<PxFixedJoint*> mFixedJoints;
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//Sky box
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RenderBaseActor* mSkybox[5];
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//For progress bar renderering
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PxReal mProgressBarRatio;
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Ps::Time::Second mDiskIOTime;
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Ps::Time::Second mPhysxStreaming;
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Ps::Time::Second mGraphicStreaming;
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//Bound of the whole world
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PxBounds3 mWorldBound;
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bool mReadyToSyncCCT;
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bool mAddRenderActor;
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bool mPick;
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bool mKeyShiftDown;
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PxReal mDefaultCameraSpeed;
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public:
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static const PxU32 DEFAULT_COLLISION_GROUP = 0;
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static const PxU32 FAN_COLLISION_GROUP = 1;
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static const PxU32 PICKING_COLLISION_GROUP = 2;
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PxStringTable* mStringTable;
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};
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#endif
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