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