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

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//
// 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
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// 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
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef SCENE_KAPLA_TOWER_H
#define SCENE_KAPLA_TOWER_H
#include "SceneKapla.h"
using namespace physx;
// ---------------------------------------------------------------------
class SceneKaplaTower : public SceneKapla
{
public:
SceneKaplaTower(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb,
Shader *defaultShader, const char *resourcePath, float slowMotionFactor);
virtual ~SceneKaplaTower(){}
virtual void handleKeyDown(unsigned char key, int x, int y);
virtual void preSim(float dt);
virtual void postSim(float dt);
virtual void onInit(PxScene* pxScene);
private:
void createGeometricTower(PxU32 height, PxU32 nbFacets, PxVec3 dims, PxVec3 startPos, PxReal startDensity, PxMaterial* material, ShaderMaterial& mat);
void createCommunicationWire(PxVec3 startPos, PxVec3 endPos,PxReal connectRadius, PxReal connectHeight, PxReal density, PxReal offset, PxRigidDynamic* startBody,
PxRigidDynamic* endBody, PxMaterial* material, ShaderMaterial& mat, PxQuat& rot);
void createTwistTower(PxU32 height, PxU32 nbBlocksPerLayer, PxVec3 dims, PxVec3 startPos, PxMaterial* material, ShaderMaterial& mat);
void createRectangularTower(PxU32 nbX, PxU32 nbZ, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat);
//void createCylindricalTower(PxU32 nbRadialPoints, PxReal maxRadius, PxReal minRadius, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat);
PxReal mAccumulatedTime;
bool hadInteraction;
PxU32 nbProjectiles;
};
#endif // SCENE_BOXES_H