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/*
   Copyright (c) 2017 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 _PHYSX_SCENE_H
#define _PHYSX_SCENE_H

#include "Scenes/Headers/Scene.h"

namespace Divide {

class PhysXScene : public Scene {
   public:
    explicit PhysXScene(PlatformContext& context, ResourceCache& cache, SceneManager& parent, const stringImpl& name)
        : Scene(context, cache, parent, name)
    {
        _hasGroundPlane = false;
    }

    bool load(const stringImpl& name) override;
    void postLoadMainThread() override;
    bool loadResources(bool continueOnErrors) override;
    bool unload() override;
    void processInput(U8 playerIndex, const U64 deltaTime) override;
    void processGUI(const U64 deltaTime) override;
    U16 registerInputActions() override;

   private:
    void createStack(const Task& parentTask, U32 size = 10);
    void createTower(const Task& parentTask, U32 size = 10);

   private:
    bool _hasGroundPlane;
    vec3<F32> _sunvector;
    SceneGraphNode_wptr _sun;
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Scenes/PhysXScene/Headers/PhysXScene.h

Diff revisions: vs.
Revision Author Commited Message
836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

816 Diff Diff IonutCava picture IonutCava Fri 13 Jan, 2017 17:05:20 +0000

[IonutCava]
- Allow per player scene state and input source
— Add SceneStatePerPlayer class
— Add device index to InputParams objects.
— ToDo: map players to devide indices

811 Diff Diff IonutCava picture IonutCava Wed 11 Jan, 2017 17:26:49 +0000

[IonutCava]
- Fix some threadpool cleanup bugs
- Fix terrain rendering (except underwater caustics)
- Fix terrain loading
- Fix terrain unloading

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
801 Diff Diff IonutCava picture IonutCava Sun 27 Nov, 2016 21:28:01 +0000

[IonutCava]
- More performance analysis guided optimizations.
- Some refactoring to allow later removal of Singletons status for: GFXDevice, SFXDevice, PXDevice, GUI and Input.
— Pass a PlatformContext around objects to access these classes.

716 Diff Diff IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.

714 Diff Diff IonutCava picture IonutCava Thu 26 May, 2016 16:26:23 +0000

[IonutCava]
- Initial code for multithreaded scene load:
— Tasks can have a “sync with gpu” flag that will cause them to use a shared context (so they can call GL functions)
- Added per scene GUI lists that get passed to the main GUI class (still need a base class to hold the map and accessors to avoid code duplication)
- Re-enabled threading unit tests

699 Diff Diff IonutCava picture IonutCava Tue 10 May, 2016 16:16:57 +0000

[IonutCava]
- Initial key binding code with external XML support
— Allow separation of actions and keys
— Specify actions in code by id
— Specify action id for each Key state
— Allow key modifiers: Left/Right Alt, Left/Right Ctrl

- Initial default scene code

692 Diff Diff IonutCava picture IonutCava Wed 27 Apr, 2016 16:24:26 +0000

[IonutCava]
- Resource system cleanup:
— Resource name and resource file location (if any) is now passed only via explicit constructors! (ResourceDescriptors already contain this data, so why use setters?)
- Fix a bug with ortho projection matrix calculation (set m[3][3] to 1. this was skipped when the identity() call was changed to zero() in the ortho() function)
— This also fixed text rendering

662 IonutCava picture IonutCava Mon 28 Mar, 2016 18:46:06 +0000

[Ionut]
- stopRequested param for Task callbacks should be an atomic const reference
- DebugInterface thread safety updates
- Initial code for locked Tasks (tasks that can’t be reset)