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GameScene.cpp - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameScene.cpp
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#include "GameScene.h" using namespace GameFactory; GameScene::GameScene(SceneManager* pSceneMgr,RenderWindow* renderWindow) { //physics initialization this->gPhysicsSDK = NULL; this->gScene = NULL; bool ret = initNx(); myassert(ret == true); //graphics initialization this->pSceneMgr = pSceneMgr; this->renderWindow = renderWindow; this->rootNode = pSceneMgr->getRootSceneNode(); } GameScene::~GameScene(void) { exitNx(); } void GameScene::Load(String resourceName){ //load visual objects rootNode = pSceneMgr->getRootSceneNode()->createChildSceneNode(); OgreMax::OgreMaxScene* myScene = new OgreMax::OgreMaxScene(); myScene->Load(resourceName,renderWindow,OgreMax::OgreMaxScene::NO_OPTIONS,pSceneMgr,rootNode); //rootNode->setVisible(false); //load physical objects NxuPhysicsCollection* collection = loadCollection(resourceName.c_str(), NXU_FileType::FT_BINARY); NxMat34 instanceFrame; instantiateCollection(collection, *gPhysicsSDK, gScene, &instanceFrame, NULL); } bool GameScene::initNx() { // Initialize PhysicsSDK NxPhysicsSDKDesc desc; NxSDKCreateError errorCode = NXCE_NO_ERROR; gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, NULL, new ErrorStream(), desc, &errorCode); if(gPhysicsSDK == NULL) { //printf("\nSDK create error (%d - %s).\nUnable to initialize the PhysX SDK, exiting the sample.\n\n", errorCode, getNxSDKCreateError(errorCode)); return false; } #if SAMPLES_USE_VRD // The settings for the VRD host and port are found in SampleCommonCode/SamplesVRDSettings.h if (gPhysicsSDK->getFoundationSDK().getRemoteDebugger()) gPhysicsSDK->getFoundationSDK().getRemoteDebugger()->connect(SAMPLES_VRD_HOST, SAMPLES_VRD_PORT, SAMPLES_VRD_EVENTMASK); #endif gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.05f); // Create a scene NxSceneDesc sceneDesc; sceneDesc.gravity = NxVec3(0.0f, -9.81f, 0.0f); gScene = gPhysicsSDK->createScene(sceneDesc); if(gScene == NULL) { printf("\nError: Unable to create a PhysX scene, exiting the sample.\n\n"); return false; } // Set default material NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); defaultMaterial->setRestitution(0.0f); defaultMaterial->setStaticFriction(0.5f); defaultMaterial->setDynamicFriction(0.5f); // Create ground plane NxPlaneShapeDesc planeDesc; NxActorDesc actorDesc; actorDesc.shapes.pushBack(&planeDesc); gScene->createActor(actorDesc); //gScene->raycastClosestShape() return true; } void GameScene::exitNx() { if(gPhysicsSDK != NULL) { if(gScene != NULL) gPhysicsSDK->releaseScene(*gScene); gScene = NULL; NxReleasePhysicsSDK(gPhysicsSDK); gPhysicsSDK = NULL; } } void GameScene::MyUserNotify::NXU_notifyActor (NxActor *actor, const char *userProperties){ //assign with the corresponding VisualObject SceneNode* correspondingNode = this->pSceneMgr->getSceneNode(actor->getName()); myassert(correspondingNode!=NULL);//must have corresponding visual object PhysicalObject* physObj = new PhysicalObject( } GameScene::MyUserNotify::MyUserNotify(SceneManager* pSceneMgr){ this->pSceneMgr = pSceneMgr; }
GameScene.cpp
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