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authorBryan Galdrikian <[email protected]>2017-02-21 12:07:59 -0800
committerBryan Galdrikian <[email protected]>2017-02-21 12:07:59 -0800
commit446ce137c6823ba9eff273bdafdaf266287c7c98 (patch)
treed20aab3e2ed08d7b3ca71c2f40db6a93ea00c459 /NvBlast/samples/SampleBase/scene/SceneController.h
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+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#ifndef SCENE_CONTROLLER_H
+#define SCENE_CONTROLLER_H
+
+#include "SampleManager.h"
+#include <map>
+
+
+class CFirstPersonCamera;
+class BlastAssetBoxes;
+class SceneActor;
+class BlastAsset;
+class SingleSceneAsset;
+class Scene;
+
+class SceneController : public ISampleController
+{
+public:
+
+ SceneController();
+ virtual ~SceneController();
+
+ virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
+ virtual void Animate(double dt);
+ void drawUI();
+ void drawStatsUI();
+
+ virtual void onInitialize();
+ virtual void onSampleStart();
+ virtual void onSampleStop();
+ virtual void onTerminate();
+
+ // commands
+ int releaseAll();
+ void spawnAsset(int32_t);
+
+
+private:
+ void addAssets(const AssetList& assetList, bool loadModels = true);
+ void throwCube();
+
+ SceneController& operator= (SceneController&);
+
+ //////// used controllers ////////
+
+ Renderer& getRenderer() const
+ {
+ return getManager()->getRenderer();
+ }
+
+ PhysXController& getPhysXController() const
+ {
+ return getManager()->getPhysXController();
+ }
+
+ BlastController& getBlastController() const
+ {
+ return getManager()->getBlastController();
+ }
+
+ CommonUIController& getCommonUIController() const
+ {
+ return getManager()->getCommonUIController();
+ }
+
+
+ //////// internal data ////////
+
+ Scene* m_scene;
+
+ float m_cubeScale;
+};
+
+#endif \ No newline at end of file