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PhysX4.1/kaplademo/source/kaplaDemo/CrabManager.h
2025-11-28 23:13:44 +05:30

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C++

//
// 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) 2008-2018 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 CRAB_MANAGER_H
#define CRAB_MANAGER_H
#include "foundation/Px.h"
#include "foundation/PxSimpleTypes.h"
#include "common/PxPhysXCommonConfig.h"
#include "PsSync.h"
#include "CmTask.h"
#include "PsArray.h"
class SceneCrab;
class Crab;
class Compound;
struct ShaderMaterial;
class ShaderShadow;
class CrabManager;
class CompletionTask : public physx::Cm::Task
{
physx::shdfnd::Sync& mSync;
public:
CompletionTask(physx::shdfnd::Sync& sync) : physx::Cm::Task(0), mSync(sync)
{
}
virtual void runInternal() { mSync.set(); }
virtual const char* getName() const { return "CrabCompletionTask"; }
};
class CrabUpdateStateTask : public physx::Cm::Task
{
public:
CrabManager* mCrabManager;
physx::PxU32 mStartIndex;
physx::PxU32 mEndIndex;
CrabUpdateStateTask(CrabManager* crabManager, const physx::PxU32 startIndex, const physx::PxU32 endIndex) :
physx::Cm::Task(0), mCrabManager(crabManager), mStartIndex(startIndex), mEndIndex(endIndex)
{
}
virtual void runInternal();
virtual const char* getName() const { return "CrabCompletionTask"; }
};
class CrabManager
{
public:
CrabManager();
~CrabManager();
void initialize(const physx::PxU32 nbCrabs);
void setCrabScene(SceneCrab* sceneCrab) { mSceneCrab = sceneCrab; }
void createCrab(const physx::PxVec3& crabPos, const physx::PxReal crabDepth, const physx::PxReal scale, const physx::PxReal legMass, const physx::PxU32 nbLegs);
void update(const physx::PxReal dt);
physx::PxScene& getScene();
physx::PxPhysics& getPhysics();
//SimScene* getSimScene();
void setScene(physx::PxScene* scene);
void setSceneCrab(SceneCrab* sceneCrab);
SceneCrab* getSceneCrab();
Compound* createObject(const physx::PxTransform &pose, const physx::PxVec3 &vel, const physx::PxVec3 &omega,
bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL);
void syncWork();
Crab** getCrabs() { return mCrabs.begin(); }
private:
SceneCrab* mSceneCrab;
//Crab* mCrabs;
//physx::PxU32 mNbCrabs;
physx::shdfnd::Array<Crab*> mCrabs;
physx::shdfnd::Sync mSync;
CompletionTask mCompletionTask;
//CrabUpdateStateTask* mUpdateStateTask;
physx::shdfnd::Array<CrabUpdateStateTask*> mUpdateStateTask;
};
#endif