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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _PHYSICS_DEVICE_H_
#define _PHYSICS_DEVICE_H_
#include "Dynamics/Physics/PhysX/Headers/PhysX.h"

#ifndef _PHYSICS_API_FOUND_
#error "No physics library implemented!"
#endif

namespace Divide {

DEFINE_SINGLETON_EXT1(PXDevice, PhysicsAPIWrapper)

public:
    void setApi(PhysicsAPI api);
    inline PhysicsAPI getApi() const {return _api.getId(); }

    inline ErrorCode initPhysicsApi(U8 targetFrameRate) { return _api.initPhysicsApi(targetFrameRate); }
    inline bool      closePhysicsApi() { return _api.closePhysicsApi(); }
    inline void updateTimeStep(U8 timeStepFactor) {_api.updateTimeStep(timeStepFactor);}
    inline void updateTimeStep()                  {_api.updateTimeStep();}
    inline void update(const U64 deltaTime) {_api.update(deltaTime);}
    inline void process(const U64 deltaTime) {_api.process(deltaTime);}
    inline void idle() {_api.idle();}
    inline void setPhysicsScene(PhysicsSceneInterface* const targetScene) {_api.setPhysicsScene(targetScene);}
    inline void initScene(){_api.initScene();}

    inline PhysicsSceneInterface* NewSceneInterface(Scene* scene) {
        return _api.NewSceneInterface(scene);
    }

    inline bool createPlane(const vec3<F32>& position = VECTOR3_ZERO, U32 size = 1){
        return _api.createPlane(position,size);
    }

    inline bool createBox(const vec3<F32>& position = VECTOR3_ZERO, F32 size = 1.0f){
        return _api.createBox(position,size);
    }

    inline bool createActor(SceneGraphNode* const node, const std::string& sceneName, PhysicsActorMask mask,PhysicsCollisionGroup group){
        return _api.createActor(node,sceneName,mask,group);
    }

private:
    PXDevice() :
       _api(PhysX::getOrCreateInstance()) //Defaulting to nothing if no api has been defined
       {
       }
    PhysicsAPIWrapper& _api;

END_SINGLETON

#define PHYSICS_DEVICE PXDevice::getInstance()

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Dynamics/Physics/Headers/PXDevice.h

Diff revisions: vs.
Revision Author Commited Message
318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

314 Diff Diff IonutCava picture IonutCava Sun 24 Aug, 2014 19:54:33 +0000

[Ionut]
- More AI work
- Added some needed audio dlls

296 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Aug, 2014 14:54:21 +0000

[Ionut]
- nVidia compatibility fixes (GUI, shadows, post-processing)
- Texture bind slots are now part of ShaderProgram class
- Renamed ForwardRenderer class to ForwardPlusRenderer and moved ligh grid creation to it
- More code cleanups and comments

293 Diff Diff k1ngp1n picture k1ngp1n Tue 29 Jul, 2014 20:01:28 +0000

[Ionut]
- Code cleanup and comments in GLFWWrapper (for starters. more to follow)
- Reworked main loop logic (no more delegates and rendering api querying)
- Replaced all GLvoid with regular void
- replaced all boost::this_thread::sleep (deprecated calls) with boost::this_thread::sleep_for

279 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 16:20:46 +0000

[Ionut][[BR]]
- Unified draw command system into GenericDrawCommand [[BR]]
- Fixed double VB creation in Object3D [[BR]]
- Reworked triangle data computation (now Object3D’s responsibility) [[BR]]
- VertexArrays can now render using the primitive type specified in the draw command instead of the fixed type specified at creation [[BR]]
- Optimized terrain shader [[BR]]

235 Diff Diff k1ngp1n picture k1ngp1n Thu 16 Jan, 2014 22:31:48 +0000

[Ionut] [[BR]]
- W.I.P. anti-stuck system for agents [[BR]]
- Fixed lerp functions in math classes [[BR]]
- Used lerp-based translation for Character class [[BR]]
- Code cleanups and utility functions [[BR]]

221 Diff Diff k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *
187 Diff Diff k1ngp1n picture k1ngp1n Tue 26 Nov, 2013 22:43:17 +0000

[Ionut][[BR]]
- PhysX fixes [[BR]]
- Part one of instancing support (model matrices are now stored in stacks) [[BR]]
- Added more game rules to AITenisScene [[BR]]

186 Diff Diff k1ngp1n picture k1ngp1n Sun 24 Nov, 2013 19:14:54 +0000

[Ionut] [[BR]]
- Increased precision of internal timers (delta time stored as double and computed by the kernel) [[BR]]
- Some thread sync fixes [[BR]]
- More work on the profile timers. Added a main loop timer as an example (Kernel.cpp -> mainLoopApp) [[BR]]
- Physics update <-> SceneGraphNode transform update sync (rather primitive, but it works) [[BR]]
— Setting a position or rotation manually was overridden by the physics engine. Now, manual transform updates have a higher priority [[BR]]

175 k1ngp1n picture k1ngp1n Sun 10 Nov, 2013 18:48:48 +0000

- PhysX triangle mesh cooking fully working [[BR]]
- Simplified PhysXSceneInterface implementation [[BR]]