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

108 lines
3.8 KiB
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) 2018 NVIDIA Corporation. All rights reserved.
#ifndef SIM_SCENE
#define SIM_SCENE
#include "Shader.h"
#include "PxPhysics.h"
#include "PxCooking.h"
#include "PxSimulationEventCallback.h"
#include <PsArray.h>
#include "ConvexRenderer.h"
#include "SimSceneBase.h"
using namespace physx::fracture;
class TerrainMesh;
struct ParticlesDesc;
class Particles;
class RegularCell3D;
class Actor;
class SimScene : public base::SimScene
{
public:
static SimScene* createSimScene(PxPhysics *pxPhysics, PxCooking *pxCooking, bool isGrbScene, float minConvexSize, PxMaterial* defaultMat, const char *resourcePath);
protected:
SimScene(PxPhysics *pxPhysics, PxCooking *pxCooking, bool isGrbScene, float minConvexSize, PxMaterial* defaultMat, const char *resourcePath);
public:
virtual ~SimScene();
virtual void createSingletons();
virtual base::Actor* createActor();
virtual base::Convex* createConvex();
virtual base::Compound* createCompound(PxReal contactOffset = 0.005f, PxReal restOffset = -0.001f);
virtual void clear();
virtual void profileBegin(const char* name);
virtual void profileEnd(const char* name);
bool addXml(const std::string &path, const std::string &filename, bool ignoreVisualMesh, float scale, const PxTransform &trans,
Shader* defaultShader, const ShaderMaterial &defaultMat);
void postSim(float dt, RegularCell3D* fluidSim);
//Particles* getParticles() { return mParticles; }
ConvexRenderer &getConvexRenderer() { return mConvexRenderer; }
void draw(bool useShader);
void setShaderMaterial(Shader* shader, const ShaderMaterial& mat) {this->mShader = shader; this->mShaderMat = mat;}
void setFractureForceThreshold(float threshold) { mFractureForceThreshold = threshold; }
void createRenderBuffers();
void dumpSceneGeometry();
void loadAndCreateTextureArrays();
std::vector<std::string> diffuseTexNames;
std::vector<std::string> bumpTexNames;
std::vector<std::string> specularTexNames;
std::vector<std::string> emissiveReflectSpecPowerTexNames;
protected:
virtual void create3dTexture();
virtual void updateConvexesTex();
GLuint diffuseTexArray, bumpTexArray, specularTexArray, emissiveReflectSpecPowerTexArray;
GLuint loadTextureArray(std::vector<std::string>& names);
//Particles *mParticles;
ConvexRenderer mConvexRenderer;
Shader* mShader;
ShaderMaterial mShaderMat;
};
#endif