150 lines
5.0 KiB
C++
150 lines
5.0 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) 2018 NVIDIA Corporation. All rights reserved.
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#ifndef SCENE_FRACTURE_H
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#define SCENE_FRACTURE_H
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#include "SampleViewerScene.h"
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#include "Compound.h"
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#include "Shader.h"
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#include "foundation/PxVec3.h"
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#include "PhysXMacros.h"
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#include "PxFiltering.h"
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extern int DEFAULT_SOLVER_ITERATIONS;
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using namespace physx;
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class GLUquadric;
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class Particles;
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class ShaderShadow;
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class SimScene;
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class Mesh;
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class RegularCell3D;
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class TerrainMesh;
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// ---------------------------------------------------------------------
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class SceneKapla : public SampleViewerScene
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{
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public:
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SceneKapla(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb,
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Shader *defaultShader, const char *resourcePath, float slowMotionFactor);
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virtual ~SceneKapla();
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virtual void preSim(float dt);
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virtual void postSim(float dt);
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virtual void handleMouseButton(int button, int state, int x, int y);
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virtual void handleMouseMotion(int x, int y);
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virtual void handleKeyDown(unsigned char key, int x, int y);
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virtual void handleKeyUp(unsigned char key, int x, int y);
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virtual void handleSpecialKey(unsigned char key, int x, int y);
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virtual void render(bool useShader);
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virtual void printPerfInfo();
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SimScene* getSimScene() {return mSimScene;}
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ShaderShadow* getSimSceneShader() {return mSimSceneShader;}
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virtual std::string getWeaponName();
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virtual bool isSceneKapla() {return true;}
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void shoot(PxVec3 &orig, PxVec3 &dir);
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void createCylindricalTower(PxU32 nbRadialPoints, PxReal maxRadius, PxReal minRadius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat,
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PxFilterData& simFilterData, PxFilterData& queryFilterData, PxReal density = 1.f, const bool useSweep = false, bool startAsleep = false);
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void createWall(PxReal radius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat, PxFilterData& simFilterData, PxFilterData& queryFilterData,
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PxReal density = 1.f);
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void createGroundPlane(PxFilterData simFilterData = PxFilterData(), PxVec3 pose = PxVec3(0,0,0), PxFilterData queryFilterData = PxFilterData());
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void createTerrain(const char* terrainName, const char* textureName, PxReal maxHeight = 30.f, bool invert = false);
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void createRagdoll(PxVec3 pos, PxVec3 vel, ShaderMaterial& mat);
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virtual void onInit(PxScene* pxScene);
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virtual void setScene(PxScene* pxScene);
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ShaderShadow* mSimSceneShader;
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Compound* createObject(const PxVec3 &pos, const PxVec3 &vel, const PxVec3 &omega,
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bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0);
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Compound* createObject(const PxTransform &pose, const PxVec3 &vel, const PxVec3 &omega,
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bool particles, const ShaderMaterial &mat, bool useSecondaryPattern = false, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0);
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Compound* createObject(PxRigidDynamic* body, const ShaderMaterial &mat, ShaderShadow* shader = NULL, int matID = 0, int surfMatID = 0);
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protected:
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void pickDraw();
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GLUquadric *mPickQuadric;
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SimScene *mSimScene;
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//RegularCell3D* mFluidSim;
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bool mGunActive;
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int mMouseX;
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int mMouseY;
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bool mMouseDown;
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int mFrameNr;
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enum Weapon {
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wpMeteor,
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wpBullet,
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wpBall,
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numWeapons,
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};
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static Weapon mWeapon;
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int mWeaponLifeTime;
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Mesh *mBulletMesh;
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Mesh *mAsteroidMesh;
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float mMeteorDistance;
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float mMeteorVelocity;
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float mMeteorSize;
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float mLaserImpulse;
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float mWeaponImpulse;
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PxReal mDefaultContactOffset;
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PxReal mDefaultRestOffset;
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int debugDrawNumConvexes;
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TerrainMesh* mTerrain;
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};
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#endif // SCENE_BOXES_H
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