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authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/scene
parentUpdating BlastTool zip (diff)
downloadblast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz
blast-7115f60b91b5717d90f643fd692010905c7004db.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/scene')
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/scene/SampleAssetListParser.cpp582
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/scene/SampleAssetListParser.h74
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/scene/SceneController.cpp2845
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/scene/SceneController.h204
4 files changed, 1846 insertions, 1859 deletions
diff --git a/samples/SampleBase/scene/SampleAssetListParser.cpp b/samples/SampleBase/scene/SampleAssetListParser.cpp
index b853d8c..e2513a8 100644..100755
--- a/samples/SampleBase/scene/SampleAssetListParser.cpp
+++ b/samples/SampleBase/scene/SampleAssetListParser.cpp
@@ -1,292 +1,292 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and 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.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "SampleAssetListParser.h"
-#include <PsFastXml.h>
-#include "Sample.h"
-#include "PxVec4.h"
-#include "PxInputDataFromPxFileBuf.h"
-#include <bitset>
-
-
-using namespace physx;
-
-
-const float DEGREE_TO_RAD = acos(-1.0) / 180.0;
-
-class AssetListParser : public physx::shdfnd::FastXml::Callback
-{
-public:
- AssetListParser(AssetList& assetList): m_assetList(assetList){}
-protected:
-
- // encountered a comment in the XML
- virtual bool processComment(const char* /*comment*/)
- {
- return true;
- }
-
- virtual bool processClose(const char* elementName, unsigned int /*depth*/, bool& /*isError*/)
- {
- if (::strcmp(elementName, "Box") == 0)
- {
- m_assetList.boxes.push_back(m_boxTemp);
- m_boxTemp = AssetList::BoxAsset();
- }
- else if (::strcmp(elementName, "Composite") == 0)
- {
- m_assetList.composites.push_back(m_compositeTemp);
- m_compositeTemp = AssetList::CompositeAsset();
- }
- return true;
- }
-
- // return true to continue processing the XML document, false to skip.
- virtual bool processElement(const char* elementName, // name of the element
- const char* elementData, // element data, null if none
- const physx::shdfnd::FastXml::AttributePairs& attr,
- int /*lineno*/) // line number in the source XML file
- {
- if (::strcmp(elementName, "Model") == 0)
- {
- m_assetList.models.resize(m_assetList.models.size() + 1);
- auto& model = m_assetList.models.back();
- for (int i = 0; i < attr.getNbAttr(); ++i)
- {
- if (::strcmp(attr.getKey(i), "id") == 0)
- {
- model.id = std::string(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "file") == 0)
- {
- model.file = std::string(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "name") == 0)
- {
- model.name = std::string(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "isSkinned") == 0)
- {
- std::string str = attr.getValue(i);
- if (::strcmp(&str[0], "true") == 0)
- {
- model.isSkinned = true;
- }
- }
- }
-
- model.transform = parseTransform(attr);
-
- if (model.name.empty())
- {
- model.name = model.file;
- }
- if (model.id.empty())
- {
- model.id = model.name;
- }
- }
- else if (::strcmp(elementName, "Box") == 0)
- {
- for (int i = 0; i < attr.getNbAttr(); ++i)
- {
- if (::strcmp(attr.getKey(i), "id") == 0)
- {
- m_boxTemp.id = std::string(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "name") == 0)
- {
- m_boxTemp.name = std::string(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "jointAllBonds") == 0)
- {
- std::string str = attr.getValue(i);
- if (::strcmp(&str[0], "true") == 0)
- {
- m_boxTemp.jointAllBonds = true;
- }
- }
- else if (::strcmp(attr.getKey(i), "extents") == 0)
- {
- std::string str = attr.getValue(i);
- sscanf(&str[0], "%f %f %f", &m_boxTemp.extents.x, &m_boxTemp.extents.y, &m_boxTemp.extents.z);
- }
- else if (::strcmp(attr.getKey(i), "bondFlagsMask") == 0)
- {
- std::string str = attr.getValue(i);
- std::bitset<8> bondFlags(str);
- m_boxTemp.bondFlags = static_cast<uint32_t>(bondFlags.to_ulong());
- }
- }
-
- if (m_boxTemp.id.empty())
- {
- m_boxTemp.id = m_boxTemp.name;
- }
- }
- else if (::strcmp(elementName, "Level") == 0)
- {
- m_boxTemp.levels.push_back(AssetList::BoxAsset::Level());
- auto& level = m_boxTemp.levels.back();
- for (int i = 0; i < attr.getNbAttr(); ++i)
- {
- if (::strcmp(attr.getKey(i), "slices") == 0)
- {
- std::string str = attr.getValue(i);
- sscanf(&str[0], "%d %d %d", &level.x, &level.y, &level.z);
- }
- if (::strcmp(attr.getKey(i), "isSupport") == 0)
- {
- std::string str = attr.getValue(i);
- if (::strcmp(&str[0], "true") == 0)
- {
- level.isSupport = true;
- }
- }
- }
- }
- else if (::strcmp(elementName, "Composite") == 0)
- {
- for (int i = 0; i < attr.getNbAttr(); ++i)
- {
- if (::strcmp(attr.getKey(i), "id") == 0)
- {
- m_compositeTemp.id = std::string(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "name") == 0)
- {
- m_compositeTemp.name = std::string(attr.getValue(i));
- }
- }
- m_compositeTemp.transform = parseTransform(attr);
-
- if (m_compositeTemp.id.empty())
- {
- m_compositeTemp.id = m_compositeTemp.name;
- }
- }
- else if (::strcmp(elementName, "AssetRef") == 0)
- {
- m_compositeTemp.assetRefs.push_back(AssetList::CompositeAsset::AssetRef());
- AssetList::CompositeAsset::AssetRef& assetRef = m_compositeTemp.assetRefs.back();
- for (int i = 0; i < attr.getNbAttr(); ++i)
- {
- if (::strcmp(attr.getKey(i), "id") == 0)
- {
- assetRef.id = attr.getValue(i);
- }
- }
- assetRef.transform = parseTransform(attr);
- }
- else if (::strcmp(elementName, "Joint") == 0)
- {
- m_compositeTemp.joints.push_back(AssetList::CompositeAsset::Joint());
- AssetList::CompositeAsset::Joint& joint = m_compositeTemp.joints.back();
- for (int i = 0; i < attr.getNbAttr(); ++i)
- {
- if (::strcmp(attr.getKey(i), "asset0") == 0)
- {
- joint.assetIndices[0] = std::stoi(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "asset1") == 0)
- {
- joint.assetIndices[1] = std::stoi(attr.getValue(i));
- }
- if (::strcmp(attr.getKey(i), "chunk0") == 0)
- {
- joint.chunkIndices[0] = std::stoi(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "chunk1") == 0)
- {
- joint.chunkIndices[1] = std::stoi(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "position0") == 0)
- {
- joint.attachPositions[0] = parsePosition(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "position1") == 0)
- {
- joint.attachPositions[1] = parsePosition(attr.getValue(i));
- }
- }
- }
- return true;
- }
-
-private:
- PxTransform parseTransform(const physx::shdfnd::FastXml::AttributePairs& attr)
- {
- PxTransform transform(PxIdentity);
- for (int i = 0; i < attr.getNbAttr(); ++i)
- {
- if (::strcmp(attr.getKey(i), "position") == 0)
- {
- transform.p = parsePosition(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "rotation") == 0)
- {
- transform.q = parseRotation(attr.getValue(i));
- }
- }
- return transform;
- }
-
- PxVec3 parsePosition(const char* value)
- {
- PxVec3 ps;
- sscanf(value, "%f %f %f", &ps.x, &ps.y, &ps.z);
- return ps;
- }
-
- PxQuat parseRotation(const char* value)
- {
- PxVec4 ps;
- sscanf(value, "%f %f %f %f", &ps.x, &ps.y, &ps.z, &ps.w);
- ps.w = ps.w * DEGREE_TO_RAD;
- return PxQuat(ps.w, PxVec3(ps.x, ps.y, ps.z).getNormalized());;
- }
-
- AssetList::BoxAsset m_boxTemp;
- AssetList::CompositeAsset m_compositeTemp;
- AssetList& m_assetList;
-};
-
-
-void parseAssetList(AssetList& assetList, std::string filepath)
-{
- physx::PsFileBuffer fileBuffer(filepath.c_str(), physx::general_PxIOStream2::PxFileBuf::OPEN_READ_ONLY);
- if (!fileBuffer.isOpen())
- {
- return;
- }
- PxInputDataFromPxFileBuf inputData(fileBuffer);
- AssetListParser parser(assetList);
- physx::shdfnd::FastXml* xml = physx::shdfnd::createFastXml(&parser);
- xml->processXml(inputData, false);
- xml->release();
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "SampleAssetListParser.h"
+#include <PsFastXml.h>
+#include "Sample.h"
+#include "PxVec4.h"
+#include "PxInputDataFromPxFileBuf.h"
+#include <bitset>
+
+
+using namespace physx;
+
+
+const float DEGREE_TO_RAD = acos(-1.0) / 180.0;
+
+class AssetListParser : public physx::shdfnd::FastXml::Callback
+{
+public:
+ AssetListParser(AssetList& assetList): m_assetList(assetList){}
+protected:
+
+ // encountered a comment in the XML
+ virtual bool processComment(const char* /*comment*/)
+ {
+ return true;
+ }
+
+ virtual bool processClose(const char* elementName, unsigned int /*depth*/, bool& /*isError*/)
+ {
+ if (::strcmp(elementName, "Box") == 0)
+ {
+ m_assetList.boxes.push_back(m_boxTemp);
+ m_boxTemp = AssetList::BoxAsset();
+ }
+ else if (::strcmp(elementName, "Composite") == 0)
+ {
+ m_assetList.composites.push_back(m_compositeTemp);
+ m_compositeTemp = AssetList::CompositeAsset();
+ }
+ return true;
+ }
+
+ // return true to continue processing the XML document, false to skip.
+ virtual bool processElement(const char* elementName, // name of the element
+ const char* elementData, // element data, null if none
+ const physx::shdfnd::FastXml::AttributePairs& attr,
+ int /*lineno*/) // line number in the source XML file
+ {
+ if (::strcmp(elementName, "Model") == 0)
+ {
+ m_assetList.models.resize(m_assetList.models.size() + 1);
+ auto& model = m_assetList.models.back();
+ for (int i = 0; i < attr.getNbAttr(); ++i)
+ {
+ if (::strcmp(attr.getKey(i), "id") == 0)
+ {
+ model.id = std::string(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "file") == 0)
+ {
+ model.file = std::string(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "name") == 0)
+ {
+ model.name = std::string(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "isSkinned") == 0)
+ {
+ std::string str = attr.getValue(i);
+ if (::strcmp(&str[0], "true") == 0)
+ {
+ model.isSkinned = true;
+ }
+ }
+ }
+
+ model.transform = parseTransform(attr);
+
+ if (model.name.empty())
+ {
+ model.name = model.file;
+ }
+ if (model.id.empty())
+ {
+ model.id = model.name;
+ }
+ }
+ else if (::strcmp(elementName, "Box") == 0)
+ {
+ for (int i = 0; i < attr.getNbAttr(); ++i)
+ {
+ if (::strcmp(attr.getKey(i), "id") == 0)
+ {
+ m_boxTemp.id = std::string(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "name") == 0)
+ {
+ m_boxTemp.name = std::string(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "jointAllBonds") == 0)
+ {
+ std::string str = attr.getValue(i);
+ if (::strcmp(&str[0], "true") == 0)
+ {
+ m_boxTemp.jointAllBonds = true;
+ }
+ }
+ else if (::strcmp(attr.getKey(i), "extents") == 0)
+ {
+ std::string str = attr.getValue(i);
+ sscanf(&str[0], "%f %f %f", &m_boxTemp.extents.x, &m_boxTemp.extents.y, &m_boxTemp.extents.z);
+ }
+ else if (::strcmp(attr.getKey(i), "bondFlagsMask") == 0)
+ {
+ std::string str = attr.getValue(i);
+ std::bitset<8> bondFlags(str);
+ m_boxTemp.bondFlags = static_cast<uint32_t>(bondFlags.to_ulong());
+ }
+ }
+
+ if (m_boxTemp.id.empty())
+ {
+ m_boxTemp.id = m_boxTemp.name;
+ }
+ }
+ else if (::strcmp(elementName, "Level") == 0)
+ {
+ m_boxTemp.levels.push_back(AssetList::BoxAsset::Level());
+ auto& level = m_boxTemp.levels.back();
+ for (int i = 0; i < attr.getNbAttr(); ++i)
+ {
+ if (::strcmp(attr.getKey(i), "slices") == 0)
+ {
+ std::string str = attr.getValue(i);
+ sscanf(&str[0], "%d %d %d", &level.x, &level.y, &level.z);
+ }
+ if (::strcmp(attr.getKey(i), "isSupport") == 0)
+ {
+ std::string str = attr.getValue(i);
+ if (::strcmp(&str[0], "true") == 0)
+ {
+ level.isSupport = true;
+ }
+ }
+ }
+ }
+ else if (::strcmp(elementName, "Composite") == 0)
+ {
+ for (int i = 0; i < attr.getNbAttr(); ++i)
+ {
+ if (::strcmp(attr.getKey(i), "id") == 0)
+ {
+ m_compositeTemp.id = std::string(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "name") == 0)
+ {
+ m_compositeTemp.name = std::string(attr.getValue(i));
+ }
+ }
+ m_compositeTemp.transform = parseTransform(attr);
+
+ if (m_compositeTemp.id.empty())
+ {
+ m_compositeTemp.id = m_compositeTemp.name;
+ }
+ }
+ else if (::strcmp(elementName, "AssetRef") == 0)
+ {
+ m_compositeTemp.assetRefs.push_back(AssetList::CompositeAsset::AssetRef());
+ AssetList::CompositeAsset::AssetRef& assetRef = m_compositeTemp.assetRefs.back();
+ for (int i = 0; i < attr.getNbAttr(); ++i)
+ {
+ if (::strcmp(attr.getKey(i), "id") == 0)
+ {
+ assetRef.id = attr.getValue(i);
+ }
+ }
+ assetRef.transform = parseTransform(attr);
+ }
+ else if (::strcmp(elementName, "Joint") == 0)
+ {
+ m_compositeTemp.joints.push_back(AssetList::CompositeAsset::Joint());
+ AssetList::CompositeAsset::Joint& joint = m_compositeTemp.joints.back();
+ for (int i = 0; i < attr.getNbAttr(); ++i)
+ {
+ if (::strcmp(attr.getKey(i), "asset0") == 0)
+ {
+ joint.assetIndices[0] = std::stoi(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "asset1") == 0)
+ {
+ joint.assetIndices[1] = std::stoi(attr.getValue(i));
+ }
+ if (::strcmp(attr.getKey(i), "chunk0") == 0)
+ {
+ joint.chunkIndices[0] = std::stoi(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "chunk1") == 0)
+ {
+ joint.chunkIndices[1] = std::stoi(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "position0") == 0)
+ {
+ joint.attachPositions[0] = parsePosition(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "position1") == 0)
+ {
+ joint.attachPositions[1] = parsePosition(attr.getValue(i));
+ }
+ }
+ }
+ return true;
+ }
+
+private:
+ PxTransform parseTransform(const physx::shdfnd::FastXml::AttributePairs& attr)
+ {
+ PxTransform transform(PxIdentity);
+ for (int i = 0; i < attr.getNbAttr(); ++i)
+ {
+ if (::strcmp(attr.getKey(i), "position") == 0)
+ {
+ transform.p = parsePosition(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "rotation") == 0)
+ {
+ transform.q = parseRotation(attr.getValue(i));
+ }
+ }
+ return transform;
+ }
+
+ PxVec3 parsePosition(const char* value)
+ {
+ PxVec3 ps;
+ sscanf(value, "%f %f %f", &ps.x, &ps.y, &ps.z);
+ return ps;
+ }
+
+ PxQuat parseRotation(const char* value)
+ {
+ PxVec4 ps;
+ sscanf(value, "%f %f %f %f", &ps.x, &ps.y, &ps.z, &ps.w);
+ ps.w = ps.w * DEGREE_TO_RAD;
+ return PxQuat(ps.w, PxVec3(ps.x, ps.y, ps.z).getNormalized());;
+ }
+
+ AssetList::BoxAsset m_boxTemp;
+ AssetList::CompositeAsset m_compositeTemp;
+ AssetList& m_assetList;
+};
+
+
+void parseAssetList(AssetList& assetList, std::string filepath)
+{
+ physx::PsFileBuffer fileBuffer(filepath.c_str(), physx::general_PxIOStream2::PxFileBuf::OPEN_READ_ONLY);
+ if (!fileBuffer.isOpen())
+ {
+ return;
+ }
+ PxInputDataFromPxFileBuf inputData(fileBuffer);
+ AssetListParser parser(assetList);
+ physx::shdfnd::FastXml* xml = physx::shdfnd::createFastXml(&parser);
+ xml->processXml(inputData, false);
+ xml->release();
} \ No newline at end of file
diff --git a/samples/SampleBase/scene/SampleAssetListParser.h b/samples/SampleBase/scene/SampleAssetListParser.h
index 2cc2eb2..21c9f4b 100644..100755
--- a/samples/SampleBase/scene/SampleAssetListParser.h
+++ b/samples/SampleBase/scene/SampleAssetListParser.h
@@ -1,38 +1,38 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and 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.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#ifndef SAMPLEASSETLISTPARSER_H
-#define SAMPLEASSETLISTPARSER_H
-
-#include <string>
-
-struct AssetList;
-
-void parseAssetList(AssetList& assetList, std::string filepath);
-
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef SAMPLEASSETLISTPARSER_H
+#define SAMPLEASSETLISTPARSER_H
+
+#include <string>
+
+struct AssetList;
+
+void parseAssetList(AssetList& assetList, std::string filepath);
+
#endif // SAMPLEASSETLISTPARSER_H \ No newline at end of file
diff --git a/samples/SampleBase/scene/SceneController.cpp b/samples/SampleBase/scene/SceneController.cpp
index 47c8a6b..0b9b332 100644..100755
--- a/samples/SampleBase/scene/SceneController.cpp
+++ b/samples/SampleBase/scene/SceneController.cpp
@@ -1,1429 +1,1416 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and 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.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "SceneController.h"
-#include "RenderUtils.h"
-#include "Utils.h"
-
-#include "BlastAssetBoxes.h"
-#include "BlastAssetModelSimple.h"
-#include "BlastAssetModelSkinned.h"
-#include "NvBlastExtPxAsset.h"
-#include "NvBlastExtPxFamily.h"
-#include "NvBlastExtPxManager.h"
-
-#include "SampleAssetListParser.h"
-#include "BlastReplay.h"
-#include "Renderer.h"
-
-#include "BlastController.h"
-#include "CommonUIController.h"
-#include "PhysXController.h"
-
-#include "PxRigidDynamic.h"
-#include <PsFastXml.h>
-#include "PxInputDataFromPxFileBuf.h"
-
-#include <algorithm>
-#include <imgui.h>
-#include <sstream>
-#include <tuple>
-
-
-
-//////// Simple hash function ////////
-static NvBlastID generateIDFromString(const char* str)
-{
- uint32_t h[4] = { 5381, 5381, 5381, 5381 };
- int i = 0;
- for (const char* ptr = str; *ptr; i = ((i + 1) & 3), ++ptr)
- {
- h[i] = ((h[i] << 5) + h[i]) ^ static_cast<uint32_t>(*ptr);
- }
- return *reinterpret_cast<NvBlastID*>(h);
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Scenes Setup
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f);
-const float RIGIDBODY_DENSITY = 2000.0f;
-
-
-class SingleSceneAsset;
-
-class SceneAsset
-{
-public:
- SceneAsset() : spawnCount(0) {}
- virtual ~SceneAsset() {}
-
- void initialize(Scene* scene)
- {
- m_scene = scene;
- }
-
- virtual const char* getID() const = 0;
- virtual const char* getName() const = 0;
-
- virtual void load() = 0;
- virtual void unload() = 0;
- virtual bool isLoaded() const = 0;
- virtual void spawn(PxVec3 shift) = 0;
-
- virtual ImVec4 getUIColor() const
- {
- return ImGui::GetStyle().Colors[ImGuiCol_Text];
- }
-
- uint32_t spawnCount;
-protected:
- Scene* m_scene;
-};
-
-
-class SceneActor
-{
-public:
- SceneActor() : removeOnReload(false) {}
-
- virtual ~SceneActor() {}
- virtual const char* getName() const = 0;
- virtual const char* getSubname(int subindex) const { return nullptr; }
- virtual ImVec4 getUIColor() const = 0;
- virtual void drawUI(int subindex) {}
- virtual void drawStatsUI(int subindex) {}
- virtual uint32_t getSubactorCount() const { return 0; }
- virtual PxVec3 getSpawnShift() const { return PxVec3(PxZero); }
- virtual void reload() {}
- virtual void removeSubactor(int subindex) {}
-
- bool removeOnReload;
-};
-
-
-class Scene
-{
-public:
- struct ActorIndex
- {
- int index;
- int subindex;
-
- ActorIndex() { reset(); }
- ActorIndex(int i, int s = -1) : index(i), subindex(s) {}
-
- bool operator==(const ActorIndex& other) const
- {
- return index == other.index && subindex == other.subindex;
- }
-
- void reset()
- {
- index = -1;
- subindex = -1;
- }
- };
-
- Scene(Renderer& renderer, PhysXController& physXController, BlastController& blastController, CommonUIController& commonUIController) :
- m_renderer(renderer), m_physXController(physXController), m_blastController(blastController), m_commonUIController(commonUIController)
- {
- }
-
- ~Scene()
- {
- removeAllSceneActors();
-
- for (uint32_t i = 0; i < m_assets.size(); i++)
- {
- SAFE_DELETE(m_assets[i]);
- }
- m_assets.clear();
- m_assetsByID.clear();
- m_tkAssetMap.clear();
- }
-
- void addAsset(SceneAsset* asset)
- {
- m_assets.push_back(asset);
- asset->initialize(this);
- m_assetsByID[asset->getID()] = asset;
- }
-
- void drawUI()
- {
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Assets Selection
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- static int mode = 0;
- ImGui::RadioButton("Replace", &mode, 0); ImGui::SameLine();
- ImGui::RadioButton("Append", &mode, 1);
-
- ImGui::ListBoxHeader("Assets", (int)m_assets.size());
- for (uint32_t i = 0; i < m_assets.size(); ++i)
- {
- ImVec4 color = m_assets[i]->getUIColor();
- color.w = color.w * (m_assets[i]->isLoaded() ? 1.0f : 0.5f);
- ImGui::PushStyleColor(ImGuiCol_Text, color);
- if (ImGui::Selectable(m_assets[i]->getName(), m_lastSpawnedAsset == i))
- {
- m_lastSpawnedAsset = i;
- if (mode == 0)
- {
- removeAllSceneActors();
- }
- m_commonUIController.addDelayedCall([=]() { spawnAsset(m_lastSpawnedAsset); }, "Loading Asset");
- }
- ImGui::PopStyleColor();
- }
- ImGui::ListBoxFooter();
- }
-
- ImGui::Spacing();
- ImGui::Separator();
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Actors Selection
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- // actor's list
- {
- int itemCount = 0;
- for (size_t i = 0; i < m_sceneActors.size(); ++i)
- {
- itemCount += 1 + m_sceneActors[i]->getSubactorCount();
- }
-
- ImGui::ListBoxHeader("Scene Actors", itemCount);
- for (int i = 0; i < (int)m_sceneActors.size(); ++i)
- {
- ImVec4 color = m_sceneActors[i]->getUIColor();
- ImGui::PushStyleColor(ImGuiCol_Text, color);
-
- const bool isSelected = (m_selectedActor.index == i);
-
- ImGui::PushID(i);
- if (ImGui::Selectable(m_sceneActors[i]->getName(), isSelected && m_selectedActor.subindex == -1))
- {
- setSelectedActor(i);
- }
-
- for (int s = 0; s < (int)m_sceneActors[i]->getSubactorCount(); ++s)
- {
- ImGui::PushID(s);
- if (ImGui::Selectable(m_sceneActors[i]->getSubname(s), isSelected && m_selectedActor.subindex == s))
- {
- setSelectedActor(i, s);
- }
- ImGui::PopID();
- }
-
- ImGui::PopID();
- ImGui::PopStyleColor();
- }
- ImGui::ListBoxFooter();
- }
-
- SceneActor* selectedActor = getSelectedActor();
- if (selectedActor)
- {
- if (ImGui::Button("Remove"))
- {
- removeSceneActor(m_selectedActor);
- }
-
- ImGui::SameLine();
-
- if (ImGui::Button("Reload"))
- {
- selectedActor->reload();
- }
-
- ImGui::SameLine();
- }
-
- if (ImGui::Button("Remove All"))
- {
- removeAllSceneActors();
- }
- ImGui::SameLine();
- if (ImGui::Button("Reload All (R)"))
- {
- reloadAllActors();
- }
- }
-
- ImGui::Spacing();
- ImGui::Spacing();
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Selected Actor
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- SceneActor* selectedActor = getSelectedActor();
- if (selectedActor)
- {
- ImGui::Text("Selected Actor: ");
- ImGui::SameLine();
- ImGui::PushStyleColor(ImGuiCol_Text, ImColor(40, 200, 80, 255));
- ImGui::Text(m_selectedActor.subindex >= 0 ? selectedActor->getSubname(m_selectedActor.subindex) : selectedActor->getName());
- ImGui::PopStyleColor();
-
- ImGui::Spacing();
-
- selectedActor->drawUI(m_selectedActor.subindex);
- }
- else
- {
- ImGui::Text("No Selected Actor");
- }
- }
- }
-
- void drawStatsUI()
- {
- SceneActor* selectedActor = getSelectedActor();
- if (selectedActor)
- {
- selectedActor->drawStatsUI(m_selectedActor.subindex);
- }
- }
-
- void spawnAsset(int32_t num)
- {
- m_lastSpawnedAsset = physx::PxClamp<int32_t>(num, -1, (uint32_t)m_assets.size() - 1);
-
- if (m_lastSpawnedAsset < 0)
- {
- return;
- }
-
- PxVec3 shift(PxZero);
- for (SceneActor* a : m_sceneActors)
- {
- shift += a->getSpawnShift();
- }
-
- SceneAsset* asset = m_assets[m_lastSpawnedAsset];
- asset->spawn(shift);
- }
-
- void addSceneActor(SceneActor* actor)
- {
- m_sceneActors.push_back(actor);
- if (!getSelectedActor())
- {
- setSelectedActor((uint32_t)m_sceneActors.size() - 1);
- }
- }
-
- void removeSceneActor(ActorIndex actorIndex)
- {
- SceneActor* actor = getActorByIndex(actorIndex.index);
- if (actorIndex.subindex < 0)
- {
- delete actor;
- m_sceneActors.erase(std::remove(m_sceneActors.begin(), m_sceneActors.end(), actor));
- }
- else
- {
- actor->removeSubactor(actorIndex.subindex);
-
- if (actor->getSubactorCount() == 0)
- {
- removeSceneActor(ActorIndex(actorIndex.index, -1));
- return;
- }
- }
-
- SceneActor* selectedActor = getActorByIndex(m_selectedActor.index);
- if (selectedActor == nullptr)
- {
- if (!m_sceneActors.empty())
- {
- setSelectedActor((uint32_t)m_sceneActors.size() - 1);
- }
- }
- else
- {
- int subactorCount = selectedActor->getSubactorCount();
- if (m_selectedActor.subindex >= subactorCount || (m_selectedActor.subindex < 0 && subactorCount > 0))
- {
- setSelectedActor(m_selectedActor.index, subactorCount - 1);
- }
- }
- }
-
- void removeAllSceneActors()
- {
- for (SceneActor* a : m_sceneActors)
- {
- delete a;
- }
- m_sceneActors.clear();
- setSelectedActor(-1);
- }
-
- void setSelectedActor(int index, int subindex = -1)
- {
- m_selectedActor.index = physx::PxClamp<int32_t>(index, -1, (uint32_t)m_sceneActors.size() - 1);
- m_selectedActor.subindex = subindex;
- }
-
- SceneActor* getSelectedActor() const
- {
- return getActorByIndex(m_selectedActor.index);
- }
-
- SceneActor* getActorByIndex(int index) const
- {
- return (index >= 0 && index < (int)m_sceneActors.size()) ? m_sceneActors[index] : nullptr;
- }
-
- int releaseAll()
- {
- removeAllSceneActors();
-
- for (size_t i = 0; i < m_assets.size(); ++i)
- {
- m_assets[i]->unload();
- }
-
- const int currentAsset = m_lastSpawnedAsset;
- m_lastSpawnedAsset = -1;
- return currentAsset;
- }
-
- void reloadAllActors()
- {
- SceneActor* selectedActor = getSelectedActor();
- ActorIndex selectIndex(0);
-
- for (uint32_t i = 0; i < m_sceneActors.size(); i++)
- {
- if (m_sceneActors[i]->removeOnReload)
- {
- removeSceneActor(ActorIndex(i));
- i--;
- }
- }
-
- for (uint32_t i = 0; i < m_sceneActors.size(); i++)
- {
- if (m_sceneActors[i] == selectedActor)
- {
- selectIndex.index = i;
- }
- m_sceneActors[i]->reload();
- }
-
- setSelectedActor(selectIndex.index, selectIndex.subindex);
- }
-
- void registerTkAsset(const TkAsset& tkAsset, SingleSceneAsset* asset)
- {
- m_tkAssetMap[&tkAsset] = asset;
- }
-
- void unregisterTkAsset(const TkAsset& tkAsset)
- {
- m_tkAssetMap.erase(&tkAsset);
- }
-
- SingleSceneAsset* findSingleSceneAsset(const TkAsset& tkAsset)
- {
- auto entry = m_tkAssetMap.find(&tkAsset);
- return entry != m_tkAssetMap.end() ? entry->second : nullptr;
- }
-
- SceneAsset* findSceneAsset(const std::string& id)
- {
- auto entry = m_assetsByID.find(id);
- return entry != m_assetsByID.end() ? entry->second : nullptr;
- }
-
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return m_renderer;
- }
-
- PhysXController& getPhysXController() const
- {
- return m_physXController;
- }
-
- BlastController& getBlastController() const
- {
- return m_blastController;
- }
-
- CommonUIController& getCommonUIController() const
- {
- return m_commonUIController;
- }
-
-private:
-
- Renderer& m_renderer;
- PhysXController& m_physXController;
- BlastController& m_blastController;
- CommonUIController& m_commonUIController;
-
- std::vector<SceneAsset*> m_assets;
- std::vector<SceneActor*> m_sceneActors;
- std::map<const TkAsset*, SingleSceneAsset*> m_tkAssetMap;
- std::map<std::string, SceneAsset*> m_assetsByID;
-
- int m_lastSpawnedAsset;
-
- ActorIndex m_selectedActor;
-};
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Assets
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-class SingleSceneActor;
-
-class SingleSceneAsset : public SceneAsset
-{
-public:
- SingleSceneAsset() : m_asset(nullptr) {}
- virtual ~SingleSceneAsset() { unload(); }
-
- virtual void spawn(PxVec3 shift) override;
-
- virtual void load() override
- {
- if (!m_asset)
- {
- m_asset = createAsset();
- m_scene->registerTkAsset(m_asset->getPxAsset()->getTkAsset(), this);
- }
- }
-
- virtual void unload() override
- {
- if (m_asset)
- {
- m_scene->unregisterTkAsset(m_asset->getPxAsset()->getTkAsset());
- delete m_asset;
- m_asset = nullptr;
- }
- }
-
- virtual bool isLoaded() const override
- {
- return m_asset != nullptr;
- }
-
- BlastAsset* getAsset() const
- {
- return m_asset;
- }
-
- virtual PxTransform getInitialTransform() = 0;
-
-protected:
- virtual BlastAsset* createAsset() = 0;
-
-private:
- BlastAsset* m_asset;
-};
-
-
-class ModelSceneAsset : public SingleSceneAsset
-{
-public:
- ModelSceneAsset() {}
-
- virtual const char* getID() const override{ return desc.id.c_str(); }
- virtual const char* getName() const override { return desc.name.c_str(); }
-
- AssetList::ModelAsset desc;
-
- virtual PxTransform getInitialTransform() { return desc.transform; }
-};
-
-
-class SimpleModelSceneAsset : public ModelSceneAsset
-{
-public:
- virtual BlastAsset* createAsset()
- {
- return new BlastAssetModelSimple(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(),
- m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str());
- }
-
- virtual ImVec4 getUIColor() const override
- {
- return ImColor(255, 255, 200, 255);
- }
-};
-
-
-class SkinnedModelSceneAsset : public ModelSceneAsset
-{
-public:
- virtual BlastAsset* createAsset()
- {
- return new BlastAssetModelSkinned(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(),
- m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str());
- }
-
- virtual ImVec4 getUIColor() const override
- {
- return ImColor(255, 200, 255, 255);
- }
-};
-
-
-class BoxesSceneAsset : public SingleSceneAsset
-{
-public:
- BoxesSceneAsset(const AssetList::BoxAsset& d) : desc(d)
- {
- for (uint32_t lv = 0; lv < desc.levels.size(); ++lv)
- {
- const AssetList::BoxAsset::Level& level = desc.levels[lv];
- NvBlastChunkDesc::Flags fl = (level.isSupport) ? NvBlastChunkDesc::Flags::SupportFlag : NvBlastChunkDesc::Flags::NoFlags;
- assetDesc.generatorSettings.depths.push_back({ GeneratorAsset::Vec3(level.x, level.y, level.z), fl });
- }
- assetDesc.generatorSettings.extents = GeneratorAsset::Vec3(desc.extents.x, desc.extents.y, desc.extents.z);
- assetDesc.staticHeight = desc.staticHeight;
- assetDesc.jointAllBonds = desc.jointAllBonds;
- assetDesc.generatorSettings.bondFlags = (CubeAssetGenerator::BondFlags)desc.bondFlags;
- }
-
- virtual ImVec4 getUIColor() const override
- {
- return ImColor(255, 200, 200, 255);
- }
-
- virtual const char* getID() const override { return desc.id.c_str(); }
- virtual const char* getName() const override { return desc.name.c_str(); }
-
-
- AssetList::BoxAsset desc;
- BlastAssetBoxes::Desc assetDesc;
-
- virtual BlastAsset* createAsset()
- {
- return new BlastAssetBoxes(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(),
- m_scene->getPhysXController().getCooking(), m_scene->getRenderer(), assetDesc);
- }
-
- virtual PxTransform getInitialTransform() { return PxTransform(PxVec3(0, assetDesc.generatorSettings.extents.y / 2, 0)); }
-};
-
-
-class CompositeSceneAsset : public SceneAsset
-{
-public:
- CompositeSceneAsset(const AssetList::CompositeAsset& desc)
- : m_desc(desc)
- {
- }
-
- virtual ~CompositeSceneAsset() { unload(); }
-
- virtual ImVec4 getUIColor() const override
- {
- return ImColor(200, 255, 255, 255);
- }
-
- virtual const char* getID() const override { return m_desc.id.c_str(); }
- virtual const char* getName() const override { return m_desc.name.c_str(); }
-
- virtual void spawn(PxVec3 shift) override;
-
- virtual void load() override
- {
- if (!isLoaded())
- {
- // load dependent assets
- for (const auto& assetRef : m_desc.assetRefs)
- {
- SceneAsset* asset = m_scene->findSceneAsset(assetRef.id);
- if (asset)
- {
- asset->load();
- m_sceneAssets.push_back(static_cast<SingleSceneAsset*>(asset));
- }
- else
- {
- m_scene->getCommonUIController().addPopupMessage("Error", "Wrong asset dependency on composite");
- m_sceneAssets.clear();
- return;
- }
- }
-
- // check joints
- for (const auto& joint : m_desc.joints)
- {
- bool ok = (joint.assetIndices[0] >= 0 || joint.assetIndices[1] >= 0);
- for (char k = 0; k < 2 && ok; ++k)
- {
- if (joint.assetIndices[k] < 0)
- continue;
- ok &= (joint.assetIndices[k] < (int32_t)m_sceneAssets.size());
- if (!ok)
- break;
- ok &= joint.chunkIndices[k] < m_sceneAssets[joint.assetIndices[k]]->getAsset()->getPxAsset()->getTkAsset().getChunkCount();
- }
- if (!ok)
- {
- m_scene->getCommonUIController().addPopupMessage("Error", "Wrong joint on composite");
- m_sceneAssets.clear();
- return;
- }
- }
- }
- }
-
- virtual void unload() override
- {
- m_sceneAssets.clear();
- }
-
- virtual bool isLoaded() const override
- {
- return !m_sceneAssets.empty();
- }
-
- virtual PxTransform getInitialTransform()
- {
- return m_desc.transform;
- }
-
- const AssetList::CompositeAsset& getDesc() const
- {
- return m_desc;
- }
-
- const std::vector<SingleSceneAsset*>& getSceneAssets() const
- {
- return m_sceneAssets;
- }
-
-private:
- AssetList::CompositeAsset m_desc;
- std::vector<SingleSceneAsset*> m_sceneAssets;
-};
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Scene Actors
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-class SingleSceneActor : public SceneActor
-{
-public:
- SingleSceneActor(Scene& scene, SingleSceneAsset* asset, PxVec3 shift)
- : m_scene(scene)
- , m_asset(asset)
- , m_shift(shift)
- {
- m_index = m_asset->spawnCount++;
- spawn();
- }
-
- SingleSceneActor::~SingleSceneActor()
- {
- remove();
- }
-
- virtual const char* getName() const override
- {
- return m_name.c_str();
- }
-
- virtual const char* getSubname(int) const override
- {
- return nullptr;
- }
-
- virtual ImVec4 getUIColor() const override
- {
- return m_asset->getUIColor();
- }
-
- virtual void drawUI(int) override
- {
- m_actor->drawUI();
- }
-
- virtual void drawStatsUI(int) override
- {
- m_actor->drawStatsUI();
- }
-
- virtual PxVec3 getSpawnShift() const override
- {
- return PxVec3(-20, 0, 0);
- }
-
- virtual void reload() override
- {
- auto settings = m_actor->getSettings();
- remove();
- spawn();
- m_actor->setSettings(settings);
- }
-
-private:
- void remove()
- {
- m_scene.getBlastController().removeFamily(m_actor);
- m_actor = nullptr;
- }
-
- void spawn()
- {
- std::ostringstream str;
- str << m_asset->getName();
- if (m_index)
- str << " (" << m_index << ")";
- m_name = str.str();
-
- PxTransform pose = m_asset->getInitialTransform();
- pose.p += m_shift;
-
- BlastAsset::ActorDesc actorDesc = {
- actorDesc.id = generateIDFromString(m_name.c_str()),
- pose,
- m_scene.getBlastController().getTkGroup()
- };
-
- m_actor = m_scene.getBlastController().spawnFamily(m_asset->getAsset(), actorDesc);
- }
-
- Scene& m_scene;
- BlastFamilyPtr m_actor;
- SingleSceneAsset* m_asset;
- PxVec3 m_shift;
- uint32_t m_index;
- std::string m_name;
-};
-
-class CompositeSceneActor : public SceneActor
-{
-public:
- CompositeSceneActor(Scene& scene, CompositeSceneAsset* asset, PxVec3 shift)
- : m_scene(scene)
- , m_asset(asset)
- , m_shift(shift)
- {
- m_index = m_asset->spawnCount++;
- spawn();
- }
-
- CompositeSceneActor::~CompositeSceneActor()
- {
- remove();
- }
-
- virtual uint32_t getSubactorCount() const
- {
- return (uint32_t)m_actors.size();
- }
-
- virtual const char* getName() const override
- {
- return m_name.c_str();
- }
-
- virtual const char* getSubname(int subindex) const override
- {
- return m_actors[subindex].name.c_str();
- }
-
- virtual ImVec4 getUIColor() const override
- {
- return m_asset->getUIColor();
- }
-
- virtual void drawUI(int subindex) override
- {
- if (subindex >= 0)
- {
- m_actors[subindex].actor->drawUI();
- }
- else
- {
- ImGui::Text("Select subactor to edit settings.");
- }
- }
-
- virtual void drawStatsUI(int subindex) override
- {
- if (subindex >= 0)
- {
- m_actors[subindex].actor->drawStatsUI();
- }
- }
-
- virtual PxVec3 getSpawnShift() const override
- {
- return PxVec3(-20, 0, 0);
- }
-
- virtual void reload() override
- {
- std::map<uint32_t, BlastFamily::Settings> settings;
- for (uint32_t i = 0; i < m_actors.size(); ++i)
- {
- settings[m_actors[i].initialIndex] = m_actors[i].actor->getSettings();
- }
- remove();
- spawn();
- for (uint32_t i = 0; i < m_actors.size(); ++i)
- {
- if (settings.find(i) != settings.end())
- {
- m_actors[i].actor->setSettings(settings[i]);
- }
- }
- }
-
- virtual void removeSubactor(int subindex)
- {
- if (subindex >= 0 && subindex < (int)m_actors.size())
- {
- m_scene.getBlastController().removeFamily(m_actors[subindex].actor);
- m_actors[subindex] = m_actors.back();
- m_actors.resize(m_actors.size() - 1);
- }
- }
-
-private:
- void remove()
- {
- for (uint32_t i = 0; i < m_actors.size(); ++i)
- {
- m_scene.getBlastController().removeFamily(m_actors[i].actor);
- }
- m_actors.clear();
- }
-
- void spawn()
- {
- std::ostringstream str;
- str << m_asset->getName();
- if (m_index)
- str << " (" << m_index << ")";
- m_name = str.str();
-
- const AssetList::CompositeAsset& assetDesc = m_asset->getDesc();
- const std::vector<SingleSceneAsset*>& sceneAssets = m_asset->getSceneAssets();
-
- const uint32_t actorCount = (uint32_t)sceneAssets.size();
- m_actors.resize(actorCount);
-
- for (uint32_t i = 0; i < actorCount; ++i)
- {
- std::ostringstream str;
- str << " -> " << i << "." << sceneAssets[i]->getName();
- m_actors[i].name = str.str();
- }
-
- ExtPxManager& pxManager = m_scene.getBlastController().getExtPxManager();
- for (uint32_t i = 0; i < actorCount; ++i)
- {
- PxTransform pose = m_asset->getInitialTransform();
- pose.p += m_shift;
- pose = assetDesc.assetRefs[i].transform.transform(pose);
-
- BlastAsset::ActorDesc actorDesc = {
- generateIDFromString(m_actors[i].name.c_str()),
- pose,
- m_scene.getBlastController().getTkGroup()
- };
- m_actors[i].actor = m_scene.getBlastController().spawnFamily(sceneAssets[i]->getAsset(), actorDesc);
- m_actors[i].initialIndex = i;
- }
-
- for (const auto& joint : assetDesc.joints)
- {
- TkJointDesc jointDesc;
- for (char k = 0; k < 2; ++k)
- {
- jointDesc.attachPositions[k] = joint.attachPositions[k];
- jointDesc.chunkIndices[k] = joint.chunkIndices[k];
- jointDesc.families[k] = (joint.assetIndices[k] < 0) ? nullptr : &m_actors[joint.assetIndices[k]].actor->getFamily()->getTkFamily();
- }
- TkJoint* joint = pxManager.getFramework().createJoint(jointDesc);
- if (joint)
- {
- pxManager.createJoint(*joint);
- }
- else
- {
- m_scene.getCommonUIController().addPopupMessage("Error", "Some joints can't be created");
- }
- }
- }
-
- struct Subactor
- {
- BlastFamilyPtr actor;
- uint32_t initialIndex;
- std::string name;
- };
-
- Scene& m_scene;
- std::vector<Subactor> m_actors;
- CompositeSceneAsset* m_asset;
- PxVec3 m_shift;
- uint32_t m_index;
- std::string m_name;
-};
-
-class PhysXSceneActor : public SceneActor
-{
-public:
- PhysXSceneActor(PhysXController& physXController, PhysXController::Actor* actor, const char* name)
- : m_physXController(physXController)
- , m_actor(actor)
- , m_name(name)
- {
- }
-
- PhysXSceneActor::~PhysXSceneActor()
- {
- m_physXController.removePhysXPrimitive(m_actor);
- }
-
- virtual const char* getName() const override
- {
- return m_name;
- }
-
- virtual ImVec4 getUIColor() const override
- {
- return ImColor(255, 100, 100, 255);
- }
-
-
-private:
- PhysXController& m_physXController;
- PhysXController::Actor* m_actor;
- const char* m_name;
-
-};
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Assets Implementation
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void SingleSceneAsset::spawn(PxVec3 shift)
-{
- load();
- SingleSceneActor* actor = new SingleSceneActor(*m_scene, this, shift);
- m_scene->addSceneActor(actor);
-}
-
-void CompositeSceneAsset::spawn(PxVec3 shift)
-{
- load();
- if (isLoaded())
- {
- CompositeSceneActor* actor = new CompositeSceneActor(*m_scene, this, shift);
- m_scene->addSceneActor(actor);
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// PackmanConfigParser
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-class PackmanConfigParser : public physx::shdfnd::FastXml::Callback
-{
-public:
- std::vector<std::pair<std::string, std::string>> dependencies;
-
-protected:
-
- // encountered a comment in the XML
- virtual bool processComment(const char* /*comment*/)
- {
- return true;
- }
-
- virtual bool processClose(const char* elementName, unsigned int /*depth*/, bool& /*isError*/)
- {
- return true;
- }
-
- // return true to continue processing the XML document, false to skip.
- virtual bool processElement(const char* elementName, // name of the element
- const char* elementData, // element data, null if none
- const physx::shdfnd::FastXml::AttributePairs& attr,
- int /*lineno*/) // line number in the source XML file
- {
- if (::strcmp(elementName, "dependency") == 0)
- {
- dependencies.resize(dependencies.size() + 1);
- for (int i = 0; i < attr.getNbAttr(); ++i)
- {
- if (::strcmp(attr.getKey(i), "name") == 0)
- {
- dependencies.back().first = std::string(attr.getValue(i));
- }
- else if (::strcmp(attr.getKey(i), "version") == 0)
- {
- dependencies.back().second = std::string(attr.getValue(i));
- }
- }
- }
- return true;
- }
-};
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Controller
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-SceneController::SceneController() : m_cubeScale(1.0f), m_cubeThrowDownTime(-1.f)
-{
- m_scene = NULL;
-}
-
-SceneController::~SceneController()
-{
-}
-
-void SceneController::onSampleStart()
-{
- // setup camera
- CFirstPersonCamera* camera = &getRenderer().getCamera();
- DirectX::XMVECTORF32 lookAtPt = { 0, 10, 0, 0 };
- DirectX::XMVECTORF32 eyePt = { 0, 20, 60, 0 };
- camera->SetViewParams(eyePt, lookAtPt);
- camera->SetRotateButtons(false, false, true, false);
- camera->SetEnablePositionMovement(true);
-
- // setup scene
- m_scene = new Scene(getRenderer(), getPhysXController(), getBlastController(), getCommonUIController());
-
- const SampleConfig& config = getManager()->getConfig();
-
- // add packman repo to search dirs
- bool packmanResourcesAdded = false;
- if (const char* packmanPath = std::getenv("PM_PACKAGES_ROOT"))
- {
- const char* RESOURCES_CONFIG_FILE = "resources.xml";
-
- std::string path;
- if (getRenderer().getResourceManager().findFile(RESOURCES_CONFIG_FILE, path))
- {
- physx::PsFileBuffer fileBuffer(path.c_str(), physx::general_PxIOStream2::PxFileBuf::OPEN_READ_ONLY);
- if (fileBuffer.isOpen())
- {
- PxInputDataFromPxFileBuf inputData(fileBuffer);
- PackmanConfigParser parser;
- physx::shdfnd::FastXml* xml = physx::shdfnd::createFastXml(&parser);
- xml->processXml(inputData, false);
- xml->release();
- for (auto& dep : parser.dependencies)
- {
- std::stringstream ss;
- ss << packmanPath << "\\" << dep.first << "\\" << dep.second;
- if (getRenderer().getResourceManager().addSearchDir(ss.str().c_str()))
- {
- packmanResourcesAdded = true;
- }
- }
- }
- }
- }
- if (!packmanResourcesAdded)
- {
- getManager()->getCommonUIController().addPopupMessage("Error", "BlastSampleResources package wasn't found. Consider running download_sample_resources.bat in root folder.", 5.0f);
- }
-
- // parse asset file
- AssetList assetList;
- if (!config.assetsFile.empty())
- {
- std::string path;
- if (getRenderer().getResourceManager().findFile(config.assetsFile, path))
- {
- parseAssetList(assetList, path);
- }
- }
-
- // add both asset file and asset list from config
- addAssets(config.additionalAssetList, true); // only used for command line assets
- addAssets(assetList, packmanResourcesAdded);
-
- // prepare scene
- spawnAsset(0);
-}
-
-void SceneController::addAssets(const AssetList& assetList, bool loadModels)
-{
- if (loadModels)
- {
- for (const auto& model : assetList.models)
- {
- ModelSceneAsset* asset;
- if (!model.isSkinned)
- {
- asset = new SimpleModelSceneAsset();
- }
- else
- {
- asset = new SkinnedModelSceneAsset();
- }
- asset->desc = model;
- m_scene->addAsset(asset);
- }
-
- for (const auto& composite : assetList.composites)
- {
- m_scene->addAsset(new CompositeSceneAsset(composite));
- }
- }
-
- for (const auto& box : assetList.boxes)
- {
- BoxesSceneAsset* asset = new BoxesSceneAsset(box);
- m_scene->addAsset(asset);
- }
-}
-
-void SceneController::onInitialize()
-{
-
-}
-
-void SceneController::onSampleStop()
-{
- if (NULL != m_scene)
- {
- delete m_scene;
- m_scene = nullptr;
- }
-}
-
-void SceneController::onTerminate()
-{
-}
-
-void SceneController::Animate(double dt)
-{
-}
-
-LRESULT SceneController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- if (uMsg == WM_KEYDOWN)
- {
- int iKeyPressed = static_cast<int>(wParam);
- switch (iKeyPressed)
- {
- case 'R':
- m_scene->reloadAllActors();
- return 0;
- case 'F':
- if (m_cubeThrowDownTime == -1.f)
- {
- m_cubeThrowDownTime = ImGui::GetTime();
- }
- return 0;
- default:
- break;
- }
- }
- else if (uMsg == WM_KEYUP)
- {
- int iKeyPressed = static_cast<int>(wParam);
- switch (iKeyPressed)
- {
- case 'F':
- throwCube();
- m_cubeThrowDownTime = -1.f;
- return 0;
- default:
- break;
- }
- }
-
- return 1;
-}
-
-void SceneController::drawUI()
-{
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Scene UI
- ///////////////////////////////////////////////////////////////////////////////////////////
-
- m_scene->drawUI();
-
-
- ImGui::Spacing();
- ImGui::Spacing();
- ImGui::Separator();
- ImGui::Spacing();
- ImGui::Spacing();
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Replay
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- ImGui::Text("Replay Control:");
-
- BlastReplay* replay = getBlastController().getReplay();
- if (replay->isRecording())
- {
- auto getAnimStr = []()
- {
- const uint32_t count = 5;
- const uint64_t periodMS = 150;
- static char str[count + 1] = "";
- for (uint32_t i = 0; i < count; i++)
- {
- uint64_t ts = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
- str[i] = (i == (ts % (periodMS * count)) / periodMS) ? '*' : ' ';
- }
- return str;
- };
- ImGui::Text("State: Recording [%s] | Events: %d", getAnimStr(), replay->getEventCount());
-
- if (ImGui::Button("Stop Recording"))
- {
- replay->stopRecording();
- }
- }
- else if (replay->isPlaying())
- {
- ImGui::Text("State: Playing | Events: %d / %d", replay->getCurrentEventIndex(), replay->getEventCount());
-
- if (ImGui::Button("Stop Playing"))
- {
- replay->stopPlayback();
- }
- }
- else
- {
- ImGui::Text("State: Idle | Events: %d", replay->getEventCount());
-
- static bool syncFamilies = true;
- static bool syncPhysics = true;
-
- ImGui::Checkbox("Sync Initial Actors", &syncFamilies);
- if (ImGui::Checkbox("Sync Initial Transforms", &syncPhysics))
- {
- syncFamilies = syncPhysics;
- }
-
- if (ImGui::Button("Start Recording"))
- {
- replay->startRecording(getBlastController().getExtPxManager(), syncFamilies, syncPhysics);
- }
-
- if (replay->hasRecord())
- {
- static bool reload = false;
- if (ImGui::Button("Start Playback"))
- {
- if (reload)
- m_scene->reloadAllActors();
- replay->startPlayback(getBlastController().getExtPxManager(), getBlastController().getTkGroup());
- }
- ImGui::SameLine();
- ImGui::Checkbox("Reload Scene On Playback", &reload);
- }
- }
- }
-
- ImGui::Spacing();
- ImGui::Spacing();
- ImGui::Separator();
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Cube
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- ImGui::Text("Thrown Cube Params (F)");
- ImGui::DragFloat("Cube Size", &m_cubeScale, 1.0f, 0.0f, 100.0f);
- ImGui::Text("Cube Speed (hold F): %1.f", getCubeSpeed());
- }
-
-}
-
-void SceneController::drawStatsUI()
-{
- m_scene->drawStatsUI();
-}
-
-float SceneController::getCubeSpeed()
-{
- const float CUBE_VELOCITY_SPEED_MIN = 70;
- const float CUBE_VELOCITY_CHARGE_PER_SECOND = 300;
- return m_cubeThrowDownTime > 0 ? CUBE_VELOCITY_SPEED_MIN + (ImGui::GetTime() - m_cubeThrowDownTime) * CUBE_VELOCITY_CHARGE_PER_SECOND : 0.f;
-}
-
-void SceneController::throwCube()
-{
- const float CUBE_DENSITY = 20000.0f;
-
- CFirstPersonCamera* camera = &getRenderer().getCamera();
- PxVec3 eyePos = XMVECTORToPxVec4(camera->GetEyePt()).getXYZ();
- PxVec3 lookAtPos = XMVECTORToPxVec4(camera->GetLookAtPt()).getXYZ();
- PhysXController::Actor* cube = getPhysXController().spawnPhysXPrimitiveBox(PxTransform(eyePos), PxVec3(m_cubeScale, m_cubeScale, m_cubeScale), CUBE_DENSITY);
- PxRigidDynamic* rigidDynamic = cube->getActor()->is<PxRigidDynamic>();
- cube->setColor(DirectX::XMFLOAT4(1, 0, 0, 1));
-
- PxVec3 dir = (lookAtPos - eyePos).getNormalized();
- rigidDynamic->setLinearVelocity(dir * getCubeSpeed());
-
- PhysXSceneActor* actor = new PhysXSceneActor(getPhysXController(), cube, "Cube");
- actor->removeOnReload = true;
- m_scene->addSceneActor(actor);
-}
-
-void SceneController::spawnAsset(int32_t num)
-{
- m_scene->spawnAsset(num);
-}
-
-int SceneController::releaseAll()
-{
- return m_scene->releaseAll();
-}
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "SceneController.h"
+#include "RenderUtils.h"
+#include "Utils.h"
+
+#include "BlastAssetBoxes.h"
+#include "BlastAssetModelSimple.h"
+#include "BlastAssetModelSkinned.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastExtPxFamily.h"
+#include "NvBlastExtPxManager.h"
+
+#include "SampleAssetListParser.h"
+#include "BlastReplay.h"
+#include "Renderer.h"
+
+#include "BlastController.h"
+#include "CommonUIController.h"
+#include "PhysXController.h"
+
+#include "PxRigidDynamic.h"
+#include <PsFastXml.h>
+#include "PxInputDataFromPxFileBuf.h"
+
+#include <algorithm>
+#include <imgui.h>
+#include <sstream>
+#include <tuple>
+
+
+
+//////// Simple hash function ////////
+static NvBlastID generateIDFromString(const char* str)
+{
+ uint32_t h[4] = { 5381, 5381, 5381, 5381 };
+ int i = 0;
+ for (const char* ptr = str; *ptr; i = ((i + 1) & 3), ++ptr)
+ {
+ h[i] = ((h[i] << 5) + h[i]) ^ static_cast<uint32_t>(*ptr);
+ }
+ return *reinterpret_cast<NvBlastID*>(h);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Scenes Setup
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f);
+const float RIGIDBODY_DENSITY = 2000.0f;
+
+
+class SingleSceneAsset;
+
+class SceneAsset
+{
+public:
+ SceneAsset() : spawnCount(0) {}
+ virtual ~SceneAsset() {}
+
+ void initialize(Scene* scene)
+ {
+ m_scene = scene;
+ }
+
+ virtual const char* getID() const = 0;
+ virtual const char* getName() const = 0;
+
+ virtual void load() = 0;
+ virtual void unload() = 0;
+ virtual bool isLoaded() const = 0;
+ virtual void spawn(PxVec3 shift) = 0;
+
+ virtual ImVec4 getUIColor() const
+ {
+ return ImGui::GetStyle().Colors[ImGuiCol_Text];
+ }
+
+ uint32_t spawnCount;
+protected:
+ Scene* m_scene;
+};
+
+
+class SceneActor
+{
+public:
+ SceneActor() : removeOnReload(false) {}
+
+ virtual ~SceneActor() {}
+ virtual const char* getName() const = 0;
+ virtual const char* getSubname(int subindex) const { return nullptr; }
+ virtual ImVec4 getUIColor() const = 0;
+ virtual void drawUI(int subindex) {}
+ virtual void drawStatsUI(int subindex) {}
+ virtual uint32_t getSubactorCount() const { return 0; }
+ virtual PxVec3 getSpawnShift() const { return PxVec3(PxZero); }
+ virtual void reload() {}
+ virtual void removeSubactor(int subindex) {}
+
+ bool removeOnReload;
+};
+
+
+class Scene
+{
+public:
+ struct ActorIndex
+ {
+ int index;
+ int subindex;
+
+ ActorIndex() { reset(); }
+ ActorIndex(int i, int s = -1) : index(i), subindex(s) {}
+
+ bool operator==(const ActorIndex& other) const
+ {
+ return index == other.index && subindex == other.subindex;
+ }
+
+ void reset()
+ {
+ index = -1;
+ subindex = -1;
+ }
+ };
+
+ Scene(Renderer& renderer, PhysXController& physXController, BlastController& blastController, CommonUIController& commonUIController) :
+ m_renderer(renderer), m_physXController(physXController), m_blastController(blastController), m_commonUIController(commonUIController)
+ {
+ }
+
+ ~Scene()
+ {
+ removeAllSceneActors();
+
+ for (uint32_t i = 0; i < m_assets.size(); i++)
+ {
+ SAFE_DELETE(m_assets[i]);
+ }
+ m_assets.clear();
+ m_assetsByID.clear();
+ m_tkAssetMap.clear();
+ }
+
+ void addAsset(SceneAsset* asset)
+ {
+ m_assets.push_back(asset);
+ asset->initialize(this);
+ m_assetsByID[asset->getID()] = asset;
+ }
+
+ void drawUI()
+ {
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Assets Selection
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ static int mode = 0;
+ ImGui::RadioButton("Replace", &mode, 0); ImGui::SameLine();
+ ImGui::RadioButton("Append", &mode, 1);
+
+ ImGui::ListBoxHeader("Assets", (int)m_assets.size());
+ for (uint32_t i = 0; i < m_assets.size(); ++i)
+ {
+ ImVec4 color = m_assets[i]->getUIColor();
+ color.w = color.w * (m_assets[i]->isLoaded() ? 1.0f : 0.5f);
+ ImGui::PushStyleColor(ImGuiCol_Text, color);
+ if (ImGui::Selectable(m_assets[i]->getName(), m_lastSpawnedAsset == i))
+ {
+ m_lastSpawnedAsset = i;
+ if (mode == 0)
+ {
+ removeAllSceneActors();
+ }
+ m_commonUIController.addDelayedCall([=]() { spawnAsset(m_lastSpawnedAsset); }, "Loading Asset");
+ }
+ ImGui::PopStyleColor();
+ }
+ ImGui::ListBoxFooter();
+ }
+
+ ImGui::Spacing();
+ ImGui::Separator();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Actors Selection
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ // actor's list
+ {
+ int itemCount = 0;
+ for (size_t i = 0; i < m_sceneActors.size(); ++i)
+ {
+ itemCount += 1 + m_sceneActors[i]->getSubactorCount();
+ }
+
+ ImGui::ListBoxHeader("Scene Actors", itemCount);
+ for (int i = 0; i < (int)m_sceneActors.size(); ++i)
+ {
+ ImVec4 color = m_sceneActors[i]->getUIColor();
+ ImGui::PushStyleColor(ImGuiCol_Text, color);
+
+ const bool isSelected = (m_selectedActor.index == i);
+
+ ImGui::PushID(i);
+ if (ImGui::Selectable(m_sceneActors[i]->getName(), isSelected && m_selectedActor.subindex == -1))
+ {
+ setSelectedActor(i);
+ }
+
+ for (int s = 0; s < (int)m_sceneActors[i]->getSubactorCount(); ++s)
+ {
+ ImGui::PushID(s);
+ if (ImGui::Selectable(m_sceneActors[i]->getSubname(s), isSelected && m_selectedActor.subindex == s))
+ {
+ setSelectedActor(i, s);
+ }
+ ImGui::PopID();
+ }
+
+ ImGui::PopID();
+ ImGui::PopStyleColor();
+ }
+ ImGui::ListBoxFooter();
+ }
+
+ SceneActor* selectedActor = getSelectedActor();
+ if (selectedActor)
+ {
+ if (ImGui::Button("Remove"))
+ {
+ removeSceneActor(m_selectedActor);
+ }
+
+ ImGui::SameLine();
+
+ if (ImGui::Button("Reload"))
+ {
+ selectedActor->reload();
+ }
+
+ ImGui::SameLine();
+ }
+
+ if (ImGui::Button("Remove All"))
+ {
+ removeAllSceneActors();
+ }
+ ImGui::SameLine();
+ if (ImGui::Button("Reload All (R)"))
+ {
+ reloadAllActors();
+ }
+ }
+
+ ImGui::Spacing();
+ ImGui::Spacing();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Selected Actor
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ SceneActor* selectedActor = getSelectedActor();
+ if (selectedActor)
+ {
+ ImGui::Text("Selected Actor: ");
+ ImGui::SameLine();
+ ImGui::PushStyleColor(ImGuiCol_Text, ImColor(40, 200, 80, 255));
+ ImGui::Text(m_selectedActor.subindex >= 0 ? selectedActor->getSubname(m_selectedActor.subindex) : selectedActor->getName());
+ ImGui::PopStyleColor();
+
+ ImGui::Spacing();
+
+ selectedActor->drawUI(m_selectedActor.subindex);
+ }
+ else
+ {
+ ImGui::Text("No Selected Actor");
+ }
+ }
+ }
+
+ void drawStatsUI()
+ {
+ SceneActor* selectedActor = getSelectedActor();
+ if (selectedActor)
+ {
+ selectedActor->drawStatsUI(m_selectedActor.subindex);
+ }
+ }
+
+ void spawnAsset(int32_t num)
+ {
+ m_lastSpawnedAsset = physx::PxClamp<int32_t>(num, -1, (uint32_t)m_assets.size() - 1);
+
+ if (m_lastSpawnedAsset < 0)
+ {
+ return;
+ }
+
+ PxVec3 shift(PxZero);
+ for (SceneActor* a : m_sceneActors)
+ {
+ shift += a->getSpawnShift();
+ }
+
+ SceneAsset* asset = m_assets[m_lastSpawnedAsset];
+ asset->spawn(shift);
+ }
+
+ void addSceneActor(SceneActor* actor)
+ {
+ m_sceneActors.push_back(actor);
+ if (!getSelectedActor())
+ {
+ setSelectedActor((uint32_t)m_sceneActors.size() - 1);
+ }
+ }
+
+ void removeSceneActor(ActorIndex actorIndex)
+ {
+ SceneActor* actor = getActorByIndex(actorIndex.index);
+ if (actorIndex.subindex < 0)
+ {
+ delete actor;
+ m_sceneActors.erase(std::remove(m_sceneActors.begin(), m_sceneActors.end(), actor));
+ }
+ else
+ {
+ actor->removeSubactor(actorIndex.subindex);
+
+ if (actor->getSubactorCount() == 0)
+ {
+ removeSceneActor(ActorIndex(actorIndex.index, -1));
+ return;
+ }
+ }
+
+ SceneActor* selectedActor = getActorByIndex(m_selectedActor.index);
+ if (selectedActor == nullptr)
+ {
+ if (!m_sceneActors.empty())
+ {
+ setSelectedActor((uint32_t)m_sceneActors.size() - 1);
+ }
+ }
+ else
+ {
+ int subactorCount = selectedActor->getSubactorCount();
+ if (m_selectedActor.subindex >= subactorCount || (m_selectedActor.subindex < 0 && subactorCount > 0))
+ {
+ setSelectedActor(m_selectedActor.index, subactorCount - 1);
+ }
+ }
+ }
+
+ void removeAllSceneActors()
+ {
+ for (SceneActor* a : m_sceneActors)
+ {
+ delete a;
+ }
+ m_sceneActors.clear();
+ setSelectedActor(-1);
+ }
+
+ void setSelectedActor(int index, int subindex = -1)
+ {
+ m_selectedActor.index = physx::PxClamp<int32_t>(index, -1, (uint32_t)m_sceneActors.size() - 1);
+ m_selectedActor.subindex = subindex;
+ }
+
+ SceneActor* getSelectedActor() const
+ {
+ return getActorByIndex(m_selectedActor.index);
+ }
+
+ SceneActor* getActorByIndex(int index) const
+ {
+ return (index >= 0 && index < (int)m_sceneActors.size()) ? m_sceneActors[index] : nullptr;
+ }
+
+ int releaseAll()
+ {
+ removeAllSceneActors();
+
+ for (size_t i = 0; i < m_assets.size(); ++i)
+ {
+ m_assets[i]->unload();
+ }
+
+ const int currentAsset = m_lastSpawnedAsset;
+ m_lastSpawnedAsset = -1;
+ return currentAsset;
+ }
+
+ void reloadAllActors()
+ {
+ SceneActor* selectedActor = getSelectedActor();
+ ActorIndex selectIndex(0);
+
+ for (uint32_t i = 0; i < m_sceneActors.size(); i++)
+ {
+ if (m_sceneActors[i]->removeOnReload)
+ {
+ removeSceneActor(ActorIndex(i));
+ i--;
+ }
+ }
+
+ for (uint32_t i = 0; i < m_sceneActors.size(); i++)
+ {
+ if (m_sceneActors[i] == selectedActor)
+ {
+ selectIndex.index = i;
+ }
+ m_sceneActors[i]->reload();
+ }
+
+ setSelectedActor(selectIndex.index, selectIndex.subindex);
+ }
+
+ void registerTkAsset(const TkAsset& tkAsset, SingleSceneAsset* asset)
+ {
+ m_tkAssetMap[&tkAsset] = asset;
+ }
+
+ void unregisterTkAsset(const TkAsset& tkAsset)
+ {
+ m_tkAssetMap.erase(&tkAsset);
+ }
+
+ SingleSceneAsset* findSingleSceneAsset(const TkAsset& tkAsset)
+ {
+ auto entry = m_tkAssetMap.find(&tkAsset);
+ return entry != m_tkAssetMap.end() ? entry->second : nullptr;
+ }
+
+ SceneAsset* findSceneAsset(const std::string& id)
+ {
+ auto entry = m_assetsByID.find(id);
+ return entry != m_assetsByID.end() ? entry->second : nullptr;
+ }
+
+
+ //////// used controllers ////////
+
+ Renderer& getRenderer() const
+ {
+ return m_renderer;
+ }
+
+ PhysXController& getPhysXController() const
+ {
+ return m_physXController;
+ }
+
+ BlastController& getBlastController() const
+ {
+ return m_blastController;
+ }
+
+ CommonUIController& getCommonUIController() const
+ {
+ return m_commonUIController;
+ }
+
+private:
+
+ Renderer& m_renderer;
+ PhysXController& m_physXController;
+ BlastController& m_blastController;
+ CommonUIController& m_commonUIController;
+
+ std::vector<SceneAsset*> m_assets;
+ std::vector<SceneActor*> m_sceneActors;
+ std::map<const TkAsset*, SingleSceneAsset*> m_tkAssetMap;
+ std::map<std::string, SceneAsset*> m_assetsByID;
+
+ int m_lastSpawnedAsset;
+
+ ActorIndex m_selectedActor;
+};
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Assets
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+class SingleSceneActor;
+
+class SingleSceneAsset : public SceneAsset
+{
+public:
+ SingleSceneAsset() : m_asset(nullptr) {}
+ virtual ~SingleSceneAsset() { unload(); }
+
+ virtual void spawn(PxVec3 shift) override;
+
+ virtual void load() override
+ {
+ if (!m_asset)
+ {
+ m_asset = createAsset();
+ m_scene->registerTkAsset(m_asset->getPxAsset()->getTkAsset(), this);
+ }
+ }
+
+ virtual void unload() override
+ {
+ if (m_asset)
+ {
+ m_scene->unregisterTkAsset(m_asset->getPxAsset()->getTkAsset());
+ delete m_asset;
+ m_asset = nullptr;
+ }
+ }
+
+ virtual bool isLoaded() const override
+ {
+ return m_asset != nullptr;
+ }
+
+ BlastAsset* getAsset() const
+ {
+ return m_asset;
+ }
+
+ virtual PxTransform getInitialTransform() = 0;
+
+protected:
+ virtual BlastAsset* createAsset() = 0;
+
+private:
+ BlastAsset* m_asset;
+};
+
+
+class ModelSceneAsset : public SingleSceneAsset
+{
+public:
+ ModelSceneAsset() {}
+
+ virtual const char* getID() const override{ return desc.id.c_str(); }
+ virtual const char* getName() const override { return desc.name.c_str(); }
+
+ AssetList::ModelAsset desc;
+
+ virtual PxTransform getInitialTransform() { return desc.transform; }
+};
+
+
+class SimpleModelSceneAsset : public ModelSceneAsset
+{
+public:
+ virtual BlastAsset* createAsset()
+ {
+ return new BlastAssetModelSimple(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(),
+ m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str());
+ }
+
+ virtual ImVec4 getUIColor() const override
+ {
+ return ImColor(255, 255, 200, 255);
+ }
+};
+
+
+class SkinnedModelSceneAsset : public ModelSceneAsset
+{
+public:
+ virtual BlastAsset* createAsset()
+ {
+ return new BlastAssetModelSkinned(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(),
+ m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str());
+ }
+
+ virtual ImVec4 getUIColor() const override
+ {
+ return ImColor(255, 200, 255, 255);
+ }
+};
+
+
+class BoxesSceneAsset : public SingleSceneAsset
+{
+public:
+ BoxesSceneAsset(const AssetList::BoxAsset& d) : desc(d)
+ {
+ for (uint32_t lv = 0; lv < desc.levels.size(); ++lv)
+ {
+ const AssetList::BoxAsset::Level& level = desc.levels[lv];
+ NvBlastChunkDesc::Flags fl = (level.isSupport) ? NvBlastChunkDesc::Flags::SupportFlag : NvBlastChunkDesc::Flags::NoFlags;
+ assetDesc.generatorSettings.depths.push_back({ GeneratorAsset::Vec3(level.x, level.y, level.z), fl });
+ }
+ assetDesc.generatorSettings.extents = GeneratorAsset::Vec3(desc.extents.x, desc.extents.y, desc.extents.z);
+ assetDesc.staticHeight = desc.staticHeight;
+ assetDesc.jointAllBonds = desc.jointAllBonds;
+ assetDesc.generatorSettings.bondFlags = (CubeAssetGenerator::BondFlags)desc.bondFlags;
+ }
+
+ virtual ImVec4 getUIColor() const override
+ {
+ return ImColor(255, 200, 200, 255);
+ }
+
+ virtual const char* getID() const override { return desc.id.c_str(); }
+ virtual const char* getName() const override { return desc.name.c_str(); }
+
+
+ AssetList::BoxAsset desc;
+ BlastAssetBoxes::Desc assetDesc;
+
+ virtual BlastAsset* createAsset()
+ {
+ return new BlastAssetBoxes(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(),
+ m_scene->getPhysXController().getCooking(), m_scene->getRenderer(), assetDesc);
+ }
+
+ virtual PxTransform getInitialTransform() { return PxTransform(PxVec3(0, assetDesc.generatorSettings.extents.y / 2, 0)); }
+};
+
+
+class CompositeSceneAsset : public SceneAsset
+{
+public:
+ CompositeSceneAsset(const AssetList::CompositeAsset& desc)
+ : m_desc(desc)
+ {
+ }
+
+ virtual ~CompositeSceneAsset() { unload(); }
+
+ virtual ImVec4 getUIColor() const override
+ {
+ return ImColor(200, 255, 255, 255);
+ }
+
+ virtual const char* getID() const override { return m_desc.id.c_str(); }
+ virtual const char* getName() const override { return m_desc.name.c_str(); }
+
+ virtual void spawn(PxVec3 shift) override;
+
+ virtual void load() override
+ {
+ if (!isLoaded())
+ {
+ // load dependent assets
+ for (const auto& assetRef : m_desc.assetRefs)
+ {
+ SceneAsset* asset = m_scene->findSceneAsset(assetRef.id);
+ if (asset)
+ {
+ asset->load();
+ m_sceneAssets.push_back(static_cast<SingleSceneAsset*>(asset));
+ }
+ else
+ {
+ m_scene->getCommonUIController().addPopupMessage("Error", "Wrong asset dependency on composite");
+ m_sceneAssets.clear();
+ return;
+ }
+ }
+
+ // check joints
+ for (const auto& joint : m_desc.joints)
+ {
+ bool ok = (joint.assetIndices[0] >= 0 || joint.assetIndices[1] >= 0);
+ for (char k = 0; k < 2 && ok; ++k)
+ {
+ if (joint.assetIndices[k] < 0)
+ continue;
+ ok &= (joint.assetIndices[k] < (int32_t)m_sceneAssets.size());
+ if (!ok)
+ break;
+ ok &= joint.chunkIndices[k] < m_sceneAssets[joint.assetIndices[k]]->getAsset()->getPxAsset()->getTkAsset().getChunkCount();
+ }
+ if (!ok)
+ {
+ m_scene->getCommonUIController().addPopupMessage("Error", "Wrong joint on composite");
+ m_sceneAssets.clear();
+ return;
+ }
+ }
+ }
+ }
+
+ virtual void unload() override
+ {
+ m_sceneAssets.clear();
+ }
+
+ virtual bool isLoaded() const override
+ {
+ return !m_sceneAssets.empty();
+ }
+
+ virtual PxTransform getInitialTransform()
+ {
+ return m_desc.transform;
+ }
+
+ const AssetList::CompositeAsset& getDesc() const
+ {
+ return m_desc;
+ }
+
+ const std::vector<SingleSceneAsset*>& getSceneAssets() const
+ {
+ return m_sceneAssets;
+ }
+
+private:
+ AssetList::CompositeAsset m_desc;
+ std::vector<SingleSceneAsset*> m_sceneAssets;
+};
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Scene Actors
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+class SingleSceneActor : public SceneActor
+{
+public:
+ SingleSceneActor(Scene& scene, SingleSceneAsset* asset, PxVec3 shift)
+ : m_scene(scene)
+ , m_asset(asset)
+ , m_shift(shift)
+ {
+ m_index = m_asset->spawnCount++;
+ spawn();
+ }
+
+ SingleSceneActor::~SingleSceneActor()
+ {
+ remove();
+ }
+
+ virtual const char* getName() const override
+ {
+ return m_name.c_str();
+ }
+
+ virtual const char* getSubname(int) const override
+ {
+ return nullptr;
+ }
+
+ virtual ImVec4 getUIColor() const override
+ {
+ return m_asset->getUIColor();
+ }
+
+ virtual void drawUI(int) override
+ {
+ m_actor->drawUI();
+ }
+
+ virtual void drawStatsUI(int) override
+ {
+ m_actor->drawStatsUI();
+ }
+
+ virtual PxVec3 getSpawnShift() const override
+ {
+ return PxVec3(-20, 0, 0);
+ }
+
+ virtual void reload() override
+ {
+ auto settings = m_actor->getSettings();
+ remove();
+ spawn();
+ m_actor->setSettings(settings);
+ }
+
+private:
+ void remove()
+ {
+ m_scene.getBlastController().removeFamily(m_actor);
+ m_actor = nullptr;
+ }
+
+ void spawn()
+ {
+ std::ostringstream str;
+ str << m_asset->getName();
+ if (m_index)
+ str << " (" << m_index << ")";
+ m_name = str.str();
+
+ PxTransform pose = m_asset->getInitialTransform();
+ pose.p += m_shift;
+
+ BlastAsset::ActorDesc actorDesc = {
+ actorDesc.id = generateIDFromString(m_name.c_str()),
+ pose,
+ m_scene.getBlastController().getTkGroup()
+ };
+
+ m_actor = m_scene.getBlastController().spawnFamily(m_asset->getAsset(), actorDesc);
+ }
+
+ Scene& m_scene;
+ BlastFamilyPtr m_actor;
+ SingleSceneAsset* m_asset;
+ PxVec3 m_shift;
+ uint32_t m_index;
+ std::string m_name;
+};
+
+class CompositeSceneActor : public SceneActor
+{
+public:
+ CompositeSceneActor(Scene& scene, CompositeSceneAsset* asset, PxVec3 shift)
+ : m_scene(scene)
+ , m_asset(asset)
+ , m_shift(shift)
+ {
+ m_index = m_asset->spawnCount++;
+ spawn();
+ }
+
+ CompositeSceneActor::~CompositeSceneActor()
+ {
+ remove();
+ }
+
+ virtual uint32_t getSubactorCount() const
+ {
+ return (uint32_t)m_actors.size();
+ }
+
+ virtual const char* getName() const override
+ {
+ return m_name.c_str();
+ }
+
+ virtual const char* getSubname(int subindex) const override
+ {
+ return m_actors[subindex].name.c_str();
+ }
+
+ virtual ImVec4 getUIColor() const override
+ {
+ return m_asset->getUIColor();
+ }
+
+ virtual void drawUI(int subindex) override
+ {
+ if (subindex >= 0)
+ {
+ m_actors[subindex].actor->drawUI();
+ }
+ else
+ {
+ ImGui::Text("Select subactor to edit settings.");
+ }
+ }
+
+ virtual void drawStatsUI(int subindex) override
+ {
+ if (subindex >= 0)
+ {
+ m_actors[subindex].actor->drawStatsUI();
+ }
+ }
+
+ virtual PxVec3 getSpawnShift() const override
+ {
+ return PxVec3(-20, 0, 0);
+ }
+
+ virtual void reload() override
+ {
+ std::map<uint32_t, BlastFamily::Settings> settings;
+ for (uint32_t i = 0; i < m_actors.size(); ++i)
+ {
+ settings[m_actors[i].initialIndex] = m_actors[i].actor->getSettings();
+ }
+ remove();
+ spawn();
+ for (uint32_t i = 0; i < m_actors.size(); ++i)
+ {
+ if (settings.find(i) != settings.end())
+ {
+ m_actors[i].actor->setSettings(settings[i]);
+ }
+ }
+ }
+
+ virtual void removeSubactor(int subindex)
+ {
+ if (subindex >= 0 && subindex < (int)m_actors.size())
+ {
+ m_scene.getBlastController().removeFamily(m_actors[subindex].actor);
+ m_actors[subindex] = m_actors.back();
+ m_actors.resize(m_actors.size() - 1);
+ }
+ }
+
+private:
+ void remove()
+ {
+ for (uint32_t i = 0; i < m_actors.size(); ++i)
+ {
+ m_scene.getBlastController().removeFamily(m_actors[i].actor);
+ }
+ m_actors.clear();
+ }
+
+ void spawn()
+ {
+ std::ostringstream str;
+ str << m_asset->getName();
+ if (m_index)
+ str << " (" << m_index << ")";
+ m_name = str.str();
+
+ const AssetList::CompositeAsset& assetDesc = m_asset->getDesc();
+ const std::vector<SingleSceneAsset*>& sceneAssets = m_asset->getSceneAssets();
+
+ const uint32_t actorCount = (uint32_t)sceneAssets.size();
+ m_actors.resize(actorCount);
+
+ for (uint32_t i = 0; i < actorCount; ++i)
+ {
+ std::ostringstream str;
+ str << " -> " << i << "." << sceneAssets[i]->getName();
+ m_actors[i].name = str.str();
+ }
+
+ ExtPxManager& pxManager = m_scene.getBlastController().getExtPxManager();
+ for (uint32_t i = 0; i < actorCount; ++i)
+ {
+ PxTransform pose = m_asset->getInitialTransform();
+ pose.p += m_shift;
+ pose = assetDesc.assetRefs[i].transform.transform(pose);
+
+ BlastAsset::ActorDesc actorDesc = {
+ generateIDFromString(m_actors[i].name.c_str()),
+ pose,
+ m_scene.getBlastController().getTkGroup()
+ };
+ m_actors[i].actor = m_scene.getBlastController().spawnFamily(sceneAssets[i]->getAsset(), actorDesc);
+ m_actors[i].initialIndex = i;
+ }
+
+ for (const auto& joint : assetDesc.joints)
+ {
+ TkJointDesc jointDesc;
+ for (char k = 0; k < 2; ++k)
+ {
+ jointDesc.attachPositions[k] = joint.attachPositions[k];
+ jointDesc.chunkIndices[k] = joint.chunkIndices[k];
+ jointDesc.families[k] = (joint.assetIndices[k] < 0) ? nullptr : &m_actors[joint.assetIndices[k]].actor->getFamily()->getTkFamily();
+ }
+ TkJoint* joint = pxManager.getFramework().createJoint(jointDesc);
+ if (joint)
+ {
+ pxManager.createJoint(*joint);
+ }
+ else
+ {
+ m_scene.getCommonUIController().addPopupMessage("Error", "Some joints can't be created");
+ }
+ }
+ }
+
+ struct Subactor
+ {
+ BlastFamilyPtr actor;
+ uint32_t initialIndex;
+ std::string name;
+ };
+
+ Scene& m_scene;
+ std::vector<Subactor> m_actors;
+ CompositeSceneAsset* m_asset;
+ PxVec3 m_shift;
+ uint32_t m_index;
+ std::string m_name;
+};
+
+class PhysXSceneActor : public SceneActor
+{
+public:
+ PhysXSceneActor(PhysXController& physXController, PhysXController::Actor* actor, const char* name)
+ : m_physXController(physXController)
+ , m_actor(actor)
+ , m_name(name)
+ {
+ }
+
+ PhysXSceneActor::~PhysXSceneActor()
+ {
+ m_physXController.removePhysXPrimitive(m_actor);
+ }
+
+ virtual const char* getName() const override
+ {
+ return m_name;
+ }
+
+ virtual ImVec4 getUIColor() const override
+ {
+ return ImColor(255, 100, 100, 255);
+ }
+
+
+private:
+ PhysXController& m_physXController;
+ PhysXController::Actor* m_actor;
+ const char* m_name;
+
+};
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Assets Implementation
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void SingleSceneAsset::spawn(PxVec3 shift)
+{
+ load();
+ SingleSceneActor* actor = new SingleSceneActor(*m_scene, this, shift);
+ m_scene->addSceneActor(actor);
+}
+
+void CompositeSceneAsset::spawn(PxVec3 shift)
+{
+ load();
+ if (isLoaded())
+ {
+ CompositeSceneActor* actor = new CompositeSceneActor(*m_scene, this, shift);
+ m_scene->addSceneActor(actor);
+ }
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// PackmanConfigParser
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+class PackmanConfigParser : public physx::shdfnd::FastXml::Callback
+{
+public:
+ std::vector<std::pair<std::string, std::string>> dependencies;
+
+protected:
+
+ // encountered a comment in the XML
+ virtual bool processComment(const char* /*comment*/)
+ {
+ return true;
+ }
+
+ virtual bool processClose(const char* elementName, unsigned int /*depth*/, bool& /*isError*/)
+ {
+ return true;
+ }
+
+ // return true to continue processing the XML document, false to skip.
+ virtual bool processElement(const char* elementName, // name of the element
+ const char* elementData, // element data, null if none
+ const physx::shdfnd::FastXml::AttributePairs& attr,
+ int /*lineno*/) // line number in the source XML file
+ {
+ if (::strcmp(elementName, "dependency") == 0)
+ {
+ dependencies.resize(dependencies.size() + 1);
+ for (int i = 0; i < attr.getNbAttr(); ++i)
+ {
+ if (::strcmp(attr.getKey(i), "name") == 0)
+ {
+ dependencies.back().first = std::string(attr.getValue(i));
+ }
+ else if (::strcmp(attr.getKey(i), "version") == 0)
+ {
+ dependencies.back().second = std::string(attr.getValue(i));
+ }
+ }
+ }
+ return true;
+ }
+};
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Controller
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+SceneController::SceneController() : m_cubeScale(1.0f), m_cubeThrowDownTime(-1.f)
+{
+ m_scene = NULL;
+}
+
+SceneController::~SceneController()
+{
+}
+
+void SceneController::onSampleStart()
+{
+ // setup camera
+ CFirstPersonCamera* camera = &getRenderer().getCamera();
+ DirectX::XMVECTORF32 lookAtPt = { 0, 10, 0, 0 };
+ DirectX::XMVECTORF32 eyePt = { 0, 20, 60, 0 };
+ camera->SetViewParams(eyePt, lookAtPt);
+ camera->SetRotateButtons(false, false, true, false);
+ camera->SetEnablePositionMovement(true);
+
+ // setup scene
+ m_scene = new Scene(getRenderer(), getPhysXController(), getBlastController(), getCommonUIController());
+
+ const SampleConfig& config = getManager()->getConfig();
+
+ // add packman repo to search dirs
+ bool packmanResourcesAdded = false;
+ if (const char* packmanPath = std::getenv("PM_PACKAGES_ROOT"))
+ {
+ const char* RESOURCES_CONFIG_FILE = "resources.xml";
+
+ std::string path;
+ if (getRenderer().getResourceManager().findFile(RESOURCES_CONFIG_FILE, path))
+ {
+ if (getRenderer().getResourceManager().addSearchDir("..\\..\\samples\\resources\\BlastSampleResources\\") ||
+ getRenderer().getResourceManager().addSearchDir("..\\..\\..\\samples\\resources\\BlastSampleResources\\"))
+ {
+ packmanResourcesAdded = true;
+ }
+ }
+ }
+ if (!packmanResourcesAdded)
+ {
+ getManager()->getCommonUIController().addPopupMessage("Error", "BlastSampleResources package wasn't found. Consider running download_sample_resources.bat in root folder.", 5.0f);
+ }
+
+ // parse asset file
+ AssetList assetList;
+ if (!config.assetsFile.empty())
+ {
+ std::string path;
+ if (getRenderer().getResourceManager().findFile(config.assetsFile, path))
+ {
+ parseAssetList(assetList, path);
+ }
+ }
+
+ // add both asset file and asset list from config
+ addAssets(config.additionalAssetList, true); // only used for command line assets
+ addAssets(assetList, packmanResourcesAdded);
+
+ // prepare scene
+ spawnAsset(0);
+}
+
+void SceneController::addAssets(const AssetList& assetList, bool loadModels)
+{
+ if (loadModels)
+ {
+ for (const auto& model : assetList.models)
+ {
+ ModelSceneAsset* asset;
+ if (!model.isSkinned)
+ {
+ asset = new SimpleModelSceneAsset();
+ }
+ else
+ {
+ asset = new SkinnedModelSceneAsset();
+ }
+ asset->desc = model;
+ m_scene->addAsset(asset);
+ }
+
+ for (const auto& composite : assetList.composites)
+ {
+ m_scene->addAsset(new CompositeSceneAsset(composite));
+ }
+ }
+
+ for (const auto& box : assetList.boxes)
+ {
+ BoxesSceneAsset* asset = new BoxesSceneAsset(box);
+ m_scene->addAsset(asset);
+ }
+}
+
+void SceneController::onInitialize()
+{
+
+}
+
+void SceneController::onSampleStop()
+{
+ if (NULL != m_scene)
+ {
+ delete m_scene;
+ m_scene = nullptr;
+ }
+}
+
+void SceneController::onTerminate()
+{
+}
+
+void SceneController::Animate(double dt)
+{
+}
+
+LRESULT SceneController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+{
+ if (uMsg == WM_KEYDOWN)
+ {
+ int iKeyPressed = static_cast<int>(wParam);
+ switch (iKeyPressed)
+ {
+ case 'R':
+ m_scene->reloadAllActors();
+ return 0;
+ case 'F':
+ if (m_cubeThrowDownTime == -1.f)
+ {
+ m_cubeThrowDownTime = ImGui::GetTime();
+ }
+ return 0;
+ default:
+ break;
+ }
+ }
+ else if (uMsg == WM_KEYUP)
+ {
+ int iKeyPressed = static_cast<int>(wParam);
+ switch (iKeyPressed)
+ {
+ case 'F':
+ throwCube();
+ m_cubeThrowDownTime = -1.f;
+ return 0;
+ default:
+ break;
+ }
+ }
+
+ return 1;
+}
+
+void SceneController::drawUI()
+{
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Scene UI
+ ///////////////////////////////////////////////////////////////////////////////////////////
+
+ m_scene->drawUI();
+
+
+ ImGui::Spacing();
+ ImGui::Spacing();
+ ImGui::Separator();
+ ImGui::Spacing();
+ ImGui::Spacing();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Replay
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ ImGui::Text("Replay Control:");
+
+ BlastReplay* replay = getBlastController().getReplay();
+ if (replay->isRecording())
+ {
+ auto getAnimStr = []()
+ {
+ const uint32_t count = 5;
+ const uint64_t periodMS = 150;
+ static char str[count + 1] = "";
+ for (uint32_t i = 0; i < count; i++)
+ {
+ uint64_t ts = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
+ str[i] = (i == (ts % (periodMS * count)) / periodMS) ? '*' : ' ';
+ }
+ return str;
+ };
+ ImGui::Text("State: Recording [%s] | Events: %d", getAnimStr(), replay->getEventCount());
+
+ if (ImGui::Button("Stop Recording"))
+ {
+ replay->stopRecording();
+ }
+ }
+ else if (replay->isPlaying())
+ {
+ ImGui::Text("State: Playing | Events: %d / %d", replay->getCurrentEventIndex(), replay->getEventCount());
+
+ if (ImGui::Button("Stop Playing"))
+ {
+ replay->stopPlayback();
+ }
+ }
+ else
+ {
+ ImGui::Text("State: Idle | Events: %d", replay->getEventCount());
+
+ static bool syncFamilies = true;
+ static bool syncPhysics = true;
+
+ ImGui::Checkbox("Sync Initial Actors", &syncFamilies);
+ if (ImGui::Checkbox("Sync Initial Transforms", &syncPhysics))
+ {
+ syncFamilies = syncPhysics;
+ }
+
+ if (ImGui::Button("Start Recording"))
+ {
+ replay->startRecording(getBlastController().getExtPxManager(), syncFamilies, syncPhysics);
+ }
+
+ if (replay->hasRecord())
+ {
+ static bool reload = false;
+ if (ImGui::Button("Start Playback"))
+ {
+ if (reload)
+ m_scene->reloadAllActors();
+ replay->startPlayback(getBlastController().getExtPxManager(), getBlastController().getTkGroup());
+ }
+ ImGui::SameLine();
+ ImGui::Checkbox("Reload Scene On Playback", &reload);
+ }
+ }
+ }
+
+ ImGui::Spacing();
+ ImGui::Spacing();
+ ImGui::Separator();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Cube
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ ImGui::Text("Thrown Cube Params (F)");
+ ImGui::DragFloat("Cube Size", &m_cubeScale, 1.0f, 0.0f, 100.0f);
+ ImGui::Text("Cube Speed (hold F): %1.f", getCubeSpeed());
+ }
+
+}
+
+void SceneController::drawStatsUI()
+{
+ m_scene->drawStatsUI();
+}
+
+float SceneController::getCubeSpeed()
+{
+ const float CUBE_VELOCITY_SPEED_MIN = 70;
+ const float CUBE_VELOCITY_CHARGE_PER_SECOND = 300;
+ return m_cubeThrowDownTime > 0 ? CUBE_VELOCITY_SPEED_MIN + (ImGui::GetTime() - m_cubeThrowDownTime) * CUBE_VELOCITY_CHARGE_PER_SECOND : 0.f;
+}
+
+void SceneController::throwCube()
+{
+ const float CUBE_DENSITY = 20000.0f;
+
+ CFirstPersonCamera* camera = &getRenderer().getCamera();
+ PxVec3 eyePos = XMVECTORToPxVec4(camera->GetEyePt()).getXYZ();
+ PxVec3 lookAtPos = XMVECTORToPxVec4(camera->GetLookAtPt()).getXYZ();
+ PhysXController::Actor* cube = getPhysXController().spawnPhysXPrimitiveBox(PxTransform(eyePos), PxVec3(m_cubeScale, m_cubeScale, m_cubeScale), CUBE_DENSITY);
+ PxRigidDynamic* rigidDynamic = cube->getActor()->is<PxRigidDynamic>();
+ cube->setColor(DirectX::XMFLOAT4(1, 0, 0, 1));
+
+ PxVec3 dir = (lookAtPos - eyePos).getNormalized();
+ rigidDynamic->setLinearVelocity(dir * getCubeSpeed());
+
+ PhysXSceneActor* actor = new PhysXSceneActor(getPhysXController(), cube, "Cube");
+ actor->removeOnReload = true;
+ m_scene->addSceneActor(actor);
+}
+
+void SceneController::spawnAsset(int32_t num)
+{
+ m_scene->spawnAsset(num);
+}
+
+int SceneController::releaseAll()
+{
+ return m_scene->releaseAll();
+}
diff --git a/samples/SampleBase/scene/SceneController.h b/samples/SampleBase/scene/SceneController.h
index b7331fa..07ba4d0 100644..100755
--- a/samples/SampleBase/scene/SceneController.h
+++ b/samples/SampleBase/scene/SceneController.h
@@ -1,103 +1,103 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and 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.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#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();
- float getCubeSpeed();
-
- 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;
- float m_cubeThrowDownTime;
-};
-
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#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();
+ float getCubeSpeed();
+
+ 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;
+ float m_cubeThrowDownTime;
+};
+
#endif \ No newline at end of file