diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/ui/DamageToolController.cpp | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/ui/DamageToolController.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/ui/DamageToolController.cpp | 968 |
1 files changed, 484 insertions, 484 deletions
diff --git a/samples/SampleBase/ui/DamageToolController.cpp b/samples/SampleBase/ui/DamageToolController.cpp index 1fc0817..b634c7d 100644..100755 --- a/samples/SampleBase/ui/DamageToolController.cpp +++ b/samples/SampleBase/ui/DamageToolController.cpp @@ -1,484 +1,484 @@ -// 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 "DamageToolController.h" -#include "RenderUtils.h" -#include "BlastController.h" -#include "Renderer.h" -#include "PhysXController.h" -#include "SampleProfiler.h" - -#include <imgui.h> - -#include "NvBlastTkActor.h" -#include "NvBlastTkFamily.h" -#include "NvBlastExtDamageShaders.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastExtPxFamily.h" - -#include "PxRigidDynamic.h" -#include "PxScene.h" - - -using namespace Nv::Blast; -using namespace physx; - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Setup -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f); -static const PxVec3 WEAPON_POSITION_IN_VIEW(0, -7, 23); -static const float SEGMENT_DAMAGE_MAX_DISTANCE = 100.0f; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -DamageToolController::DamageToolController() - : m_damage(100.0f), m_toolColor(1.0f, 1.0f, 1.0f, 0.4f), - m_toolRenderMaterial(nullptr), m_sphereToolRenderable(nullptr), m_lineToolRenderable(nullptr), - m_explosiveImpulse(100), m_damagerIndex(0), m_stressForceFactor(1.0f), m_isMousePressed(false), m_damageCountWhilePressed(0) -{ - // damage amount calc using NvBlastExtMaterial - auto getDamageAmountFn = [](const float damage, ExtPxActor* actor) - { - const NvBlastExtMaterial* material = actor->getFamily().getMaterial(); - return material ? material->getNormalizedDamage(damage) : 0.f; - }; - - // Damage functions - auto radialDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - NvBlastExtRadialDamageDesc desc = - { - damage, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto sliceDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 farEnd = data.origin + data.weaponDir * 1000.0f; - PxVec3 farEndPrev = data.origin + data.previousWeaponDir * 1000.0f; - - NvBlastExtTriangleIntersectionDamageDesc desc = - { - damage, - { data.origin.x, data.origin.y, data.origin.z }, - { farEnd.x, farEnd.y, farEnd.z }, - { farEndPrev.x, farEndPrev.y, farEndPrev.z }, - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto capsuleDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 dir = (data.hitPosition - data.origin).getNormalized(); - PxVec3 farEnd = data.origin + dir * 10000.0f; - - NvBlastExtCapsuleRadialDamageDesc desc = - { - damage, - { data.origin.x, data.origin.y, data.origin.z }, - { farEnd.x, farEnd.y, farEnd.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto impulseSpreadDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = m_damage; - if (damage > 0.f) - { - PxVec3 impactNormal = -data.hitNormal; - - NvBlastExtImpactSpreadDamageDesc desc = - { - damage, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().immediateDamage(actor, family, damager->program, &desc); - } - }; - auto shearDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 impactNormal = -data.hitNormal; - - NvBlastExtShearDamageDesc desc = - { - damage, - { impactNormal.x, impactNormal.y, impactNormal.z }, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto stressDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - PxVec3 force = -m_stressForceFactor * data.hitNormal * actor->getPhysXActor().getMass(); - - getBlastController().stressDamage(actor, data.hitPosition, force); - }; - - // Damage Tools: - { - Damager dam; - dam.uiName = "Radial Damage (Falloff)"; - dam.program = NvBlastDamageProgram { NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 0.4f); - dam.executeFunction = radialDamageExecute; - m_damagers.push_back(dam); - } - { - Damager dam; - dam.uiName = "Radial Damage (Cutter)"; - dam.program = NvBlastDamageProgram { NvBlastExtCutterGraphShader, NvBlastExtCutterSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f); - dam.executeFunction = radialDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Slice Damage"; - dam.program = NvBlastDamageProgram{ NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader }; - dam.pointerType = Damager::PointerType::Line; - dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f); - dam.executeFunction = sliceDamageExecute; - dam.damageWhilePressed = true; - dam.radius = .2f; - dam.radiusLimit = .2f; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Capsule Damage (Falloff)"; - dam.program = NvBlastDamageProgram{ NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader }; - dam.pointerType = Damager::PointerType::Line; - dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f); - dam.executeFunction = capsuleDamageExecute; - dam.damageWhilePressed = true; - dam.radius = .2f; - dam.radiusLimit = 20.0f; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Impact Spread Damage"; - dam.program = NvBlastDamageProgram { NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f); - dam.executeFunction = impulseSpreadDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Shear Damage"; - dam.program = NvBlastDamageProgram{ NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f); - dam.executeFunction = shearDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Stress Damage"; - dam.program = { nullptr, nullptr }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f); - dam.executeFunction = stressDamageExecute; - m_damagers.push_back(dam); - } - - for (const Damager& d : m_damagers) - { - m_damagerNames.push_back(d.uiName); - } -} - -DamageToolController::~DamageToolController() -{ -} - -void DamageToolController::onSampleStart() -{ - // damage tool pointer - m_toolRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING); - { - IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere); - m_sphereToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial); - } - { - IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); - m_lineToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial); - } - - // default tool - m_damagerIndex = 0; - - // start with damage mode by default - setDamageMode(true); -} - -void DamageToolController::onInitialize() -{ -} - - -void DamageToolController::onSampleStop() -{ - getRenderer().removeRenderable(m_sphereToolRenderable); - getRenderer().removeRenderable(m_lineToolRenderable); - SAFE_DELETE(m_toolRenderMaterial); -} - - -void DamageToolController::Animate(double dt) -{ - PROFILER_SCOPED_FUNCTION(); - - m_toolColor = XMFLOAT4Lerp(m_toolColor, m_damagers[m_damagerIndex].pointerColor, dt * 5.0f); - - m_sphereToolRenderable->setHidden(true); - m_lineToolRenderable->setHidden(true); - - // damage mode - if (m_damageMode) - { - const Damager& damager = m_damagers[m_damagerIndex]; - - // ray cast according to camera + mouse ray - PxVec3 eyePos, pickDir; - getPhysXController().getEyePoseAndPickDir(m_lastMousePos.x, m_lastMousePos.y, eyePos, pickDir); - pickDir = pickDir.getNormalized(); - - PxRaycastHit hit; hit.shape = NULL; - PxRaycastBuffer hit1; - getPhysXController().getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hit1, PxHitFlag::ePOSITION | PxHitFlag::eNORMAL); - hit = hit1.block; - - if (hit.shape || (m_prevWasHit && damager.pointerType == Damager::Line)) - { - PxMat44 cameraViewInv = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()).inverseRT(); - PxVec3 weaponOrigin = eyePos + cameraViewInv.rotate(WEAPON_POSITION_IN_VIEW); - PxVec3 weaponDir = (hit.position - weaponOrigin).getNormalized(); - - // damage function - auto damageFunction = [&](ExtPxActor* actor, BlastFamily& family) - { - auto t0 = actor->getPhysXActor().getGlobalPose(); - PxTransform t(t0.getInverse()); - Damager::DamageData data; - data.hitNormal = t.rotate(hit.normal); - data.hitPosition = t.transform(hit.position); - data.origin = t.transform(weaponOrigin); - data.weaponDir = t.rotate(weaponDir); - data.previousWeaponDir = t.rotate(m_previousPickDir); - damager.executeFunction(&damager, actor, family, data); - }; - - // should damage? - bool shouldDamage = false; - if (m_isMousePressed) - { - shouldDamage = damager.damageWhilePressed || m_damageCountWhilePressed == 0; - m_damageCountWhilePressed++; - } - else - { - m_damageCountWhilePressed = 0; - } - - // Update tool pointer and do damage with specific overlap - if (damager.pointerType == Damager::Sphere) - { - m_sphereToolRenderable->setHidden(false); - m_sphereToolRenderable->setColor(m_toolColor); - m_sphereToolRenderable->setScale(PxVec3(damager.radius)); - m_sphereToolRenderable->setTransform(PxTransform(hit.position)); - - if (shouldDamage) - { - if (getBlastController().overlap(PxSphereGeometry(damager.radius), PxTransform(hit.position), damageFunction)) - { - m_toolColor = PICK_POINTER_ACTIVE_COLOR; - } - getPhysXController().explodeDelayed(hit.position, damager.radius, m_explosiveImpulse); - } - } - else if (damager.pointerType == Damager::Line) - { - m_lineToolRenderable->setHidden(false); - m_lineToolRenderable->setColor(m_toolColor); - - PxVec3 scale(damager.radius, damager.radius, SEGMENT_DAMAGE_MAX_DISTANCE); - PxVec3 direction = (hit.position - weaponOrigin).getNormalized(); - PxVec3 position = weaponOrigin + direction * SEGMENT_DAMAGE_MAX_DISTANCE; - - m_lineToolRenderable->setScale(scale); - PxTransform t(position, quatLookAt(direction)); - m_lineToolRenderable->setTransform(t); - - if (shouldDamage) - { - if (this->getBlastController().overlap(PxBoxGeometry(scale), t, damageFunction)) - { - m_toolColor = PICK_POINTER_ACTIVE_COLOR; - } - } - } - else - { - PX_ASSERT(false); - } - - m_previousPickDir = weaponDir; - m_prevWasHit = true; - } - else - { - m_prevWasHit = false; - } - } -} - - -LRESULT DamageToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - PROFILER_SCOPED_FUNCTION(); - - if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP) - { - m_lastMousePos.x = (short)LOWORD(lParam) / getRenderer().getScreenWidth(); - m_lastMousePos.y = (short)HIWORD(lParam) / getRenderer().getScreenHeight(); - } - - if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP) - { - m_isMousePressed = (uMsg == WM_LBUTTONDOWN); - } - - if (uMsg == WM_MOUSEWHEEL) - { - int delta = int((short)HIWORD(wParam)) / WHEEL_DELTA; - changeDamageRadius(delta * 0.3f); - } - - if (uMsg == WM_KEYDOWN) - { - int iKeyPressed = static_cast<int>(wParam); - if (iKeyPressed == VK_OEM_PLUS) - { - changeDamageRadius(0.2f); - } - else if (iKeyPressed == VK_OEM_MINUS) - { - changeDamageRadius(-0.2f); - } - else if (iKeyPressed >= '1' && iKeyPressed <= '9') - { - m_damagerIndex = PxClamp<uint32_t>(iKeyPressed - '1', 0, (uint32_t)m_damagers.size() - 1); - } - else if (iKeyPressed == VK_SPACE) - { - setDamageMode(!isDamageMode()); - } - } - - return 1; -} - -void DamageToolController::drawUI() -{ - ImGui::DragFloat("Damage Amount", &m_damage, 1.0f); - ImGui::DragFloat("Explosive Impulse", &m_explosiveImpulse); - ImGui::DragFloat("Stress Damage Force", &m_stressForceFactor); - - // - - - - - - - - - ImGui::Spacing(); - - // Armory - ImGui::Combo("Damage Profile", (int*)&m_damagerIndex, m_damagerNames.data(), (int)m_damagerNames.size(), -1); - Damager& damager = m_damagers[m_damagerIndex]; - ImGui::DragFloat("Damage Radius (Mouse WH)", &damager.radius); - ImGui::Checkbox("Damage Continuously", &damager.damageWhilePressed); -} - -void DamageToolController::setDamageMode(bool enabled) -{ - m_damageMode = enabled; - - getPhysXController().setDraggingEnabled(!m_damageMode); - - if (!m_damageMode) - { - m_sphereToolRenderable->setHidden(true); - m_lineToolRenderable->setHidden(true); - } -} - -void DamageToolController::changeDamageRadius(float dr) -{ - Damager& damager = m_damagers[m_damagerIndex]; - damager.radius += dr; - damager.radius = PxClamp<float>(damager.radius, 0.05f, damager.radiusLimit); -} +// 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 "DamageToolController.h"
+#include "RenderUtils.h"
+#include "BlastController.h"
+#include "Renderer.h"
+#include "PhysXController.h"
+#include "SampleProfiler.h"
+
+#include <imgui.h>
+
+#include "NvBlastTkActor.h"
+#include "NvBlastTkFamily.h"
+#include "NvBlastExtDamageShaders.h"
+#include "NvBlastExtPxActor.h"
+#include "NvBlastExtPxFamily.h"
+
+#include "PxRigidDynamic.h"
+#include "PxScene.h"
+
+
+using namespace Nv::Blast;
+using namespace physx;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Setup
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f);
+static const PxVec3 WEAPON_POSITION_IN_VIEW(0, -7, 23);
+static const float SEGMENT_DAMAGE_MAX_DISTANCE = 100.0f;
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+DamageToolController::DamageToolController()
+ : m_damage(100.0f), m_toolColor(1.0f, 1.0f, 1.0f, 0.4f),
+ m_toolRenderMaterial(nullptr), m_sphereToolRenderable(nullptr), m_lineToolRenderable(nullptr),
+ m_explosiveImpulse(100), m_damagerIndex(0), m_stressForceFactor(1.0f), m_isMousePressed(false), m_damageCountWhilePressed(0)
+{
+ // damage amount calc using NvBlastExtMaterial
+ auto getDamageAmountFn = [](const float damage, ExtPxActor* actor)
+ {
+ const NvBlastExtMaterial* material = actor->getFamily().getMaterial();
+ return material ? material->getNormalizedDamage(damage) : 0.f;
+ };
+
+ // Damage functions
+ auto radialDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = getDamageAmountFn(m_damage, actor);
+ if (damage > 0.f)
+ {
+ NvBlastExtRadialDamageDesc desc =
+ {
+ damage,
+ { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
+ damager->radius,
+ damager->radius * 1.6f
+ };
+
+ getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
+ }
+ };
+ auto sliceDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = getDamageAmountFn(m_damage, actor);
+ if (damage > 0.f)
+ {
+ PxVec3 farEnd = data.origin + data.weaponDir * 1000.0f;
+ PxVec3 farEndPrev = data.origin + data.previousWeaponDir * 1000.0f;
+
+ NvBlastExtTriangleIntersectionDamageDesc desc =
+ {
+ damage,
+ { data.origin.x, data.origin.y, data.origin.z },
+ { farEnd.x, farEnd.y, farEnd.z },
+ { farEndPrev.x, farEndPrev.y, farEndPrev.z },
+ };
+
+ getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
+ }
+ };
+ auto capsuleDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = getDamageAmountFn(m_damage, actor);
+ if (damage > 0.f)
+ {
+ PxVec3 dir = (data.hitPosition - data.origin).getNormalized();
+ PxVec3 farEnd = data.origin + dir * 10000.0f;
+
+ NvBlastExtCapsuleRadialDamageDesc desc =
+ {
+ damage,
+ { data.origin.x, data.origin.y, data.origin.z },
+ { farEnd.x, farEnd.y, farEnd.z },
+ damager->radius,
+ damager->radius * 1.6f
+ };
+
+ getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
+ }
+ };
+ auto impulseSpreadDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = m_damage;
+ if (damage > 0.f)
+ {
+ PxVec3 impactNormal = -data.hitNormal;
+
+ NvBlastExtImpactSpreadDamageDesc desc =
+ {
+ damage,
+ { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
+ damager->radius,
+ damager->radius * 1.6f
+ };
+
+ getBlastController().immediateDamage(actor, family, damager->program, &desc);
+ }
+ };
+ auto shearDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = getDamageAmountFn(m_damage, actor);
+ if (damage > 0.f)
+ {
+ PxVec3 impactNormal = -data.hitNormal;
+
+ NvBlastExtShearDamageDesc desc =
+ {
+ damage,
+ { impactNormal.x, impactNormal.y, impactNormal.z },
+ { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
+ damager->radius,
+ damager->radius * 1.6f
+ };
+
+ getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
+ }
+ };
+ auto stressDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ PxVec3 force = -m_stressForceFactor * data.hitNormal * actor->getPhysXActor().getMass();
+
+ getBlastController().stressDamage(actor, data.hitPosition, force);
+ };
+
+ // Damage Tools:
+ {
+ Damager dam;
+ dam.uiName = "Radial Damage (Falloff)";
+ dam.program = NvBlastDamageProgram { NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 0.4f);
+ dam.executeFunction = radialDamageExecute;
+ m_damagers.push_back(dam);
+ }
+ {
+ Damager dam;
+ dam.uiName = "Radial Damage (Cutter)";
+ dam.program = NvBlastDamageProgram { NvBlastExtCutterGraphShader, NvBlastExtCutterSubgraphShader };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f);
+ dam.executeFunction = radialDamageExecute;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Slice Damage";
+ dam.program = NvBlastDamageProgram{ NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader };
+ dam.pointerType = Damager::PointerType::Line;
+ dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f);
+ dam.executeFunction = sliceDamageExecute;
+ dam.damageWhilePressed = true;
+ dam.radius = .2f;
+ dam.radiusLimit = .2f;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Capsule Damage (Falloff)";
+ dam.program = NvBlastDamageProgram{ NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader };
+ dam.pointerType = Damager::PointerType::Line;
+ dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f);
+ dam.executeFunction = capsuleDamageExecute;
+ dam.damageWhilePressed = true;
+ dam.radius = .2f;
+ dam.radiusLimit = 20.0f;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Impact Spread Damage";
+ dam.program = NvBlastDamageProgram { NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f);
+ dam.executeFunction = impulseSpreadDamageExecute;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Shear Damage";
+ dam.program = NvBlastDamageProgram{ NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f);
+ dam.executeFunction = shearDamageExecute;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Stress Damage";
+ dam.program = { nullptr, nullptr };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f);
+ dam.executeFunction = stressDamageExecute;
+ m_damagers.push_back(dam);
+ }
+
+ for (const Damager& d : m_damagers)
+ {
+ m_damagerNames.push_back(d.uiName);
+ }
+}
+
+DamageToolController::~DamageToolController()
+{
+}
+
+void DamageToolController::onSampleStart()
+{
+ // damage tool pointer
+ m_toolRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING);
+ {
+ IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere);
+ m_sphereToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial);
+ }
+ {
+ IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box);
+ m_lineToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial);
+ }
+
+ // default tool
+ m_damagerIndex = 0;
+
+ // start with damage mode by default
+ setDamageMode(true);
+}
+
+void DamageToolController::onInitialize()
+{
+}
+
+
+void DamageToolController::onSampleStop()
+{
+ getRenderer().removeRenderable(m_sphereToolRenderable);
+ getRenderer().removeRenderable(m_lineToolRenderable);
+ SAFE_DELETE(m_toolRenderMaterial);
+}
+
+
+void DamageToolController::Animate(double dt)
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ m_toolColor = XMFLOAT4Lerp(m_toolColor, m_damagers[m_damagerIndex].pointerColor, dt * 5.0f);
+
+ m_sphereToolRenderable->setHidden(true);
+ m_lineToolRenderable->setHidden(true);
+
+ // damage mode
+ if (m_damageMode)
+ {
+ const Damager& damager = m_damagers[m_damagerIndex];
+
+ // ray cast according to camera + mouse ray
+ PxVec3 eyePos, pickDir;
+ getPhysXController().getEyePoseAndPickDir(m_lastMousePos.x, m_lastMousePos.y, eyePos, pickDir);
+ pickDir = pickDir.getNormalized();
+
+ PxRaycastHit hit; hit.shape = NULL;
+ PxRaycastBuffer hit1;
+ getPhysXController().getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hit1, PxHitFlag::ePOSITION | PxHitFlag::eNORMAL);
+ hit = hit1.block;
+
+ if (hit.shape || (m_prevWasHit && damager.pointerType == Damager::Line))
+ {
+ PxMat44 cameraViewInv = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()).inverseRT();
+ PxVec3 weaponOrigin = eyePos + cameraViewInv.rotate(WEAPON_POSITION_IN_VIEW);
+ PxVec3 weaponDir = (hit.position - weaponOrigin).getNormalized();
+
+ // damage function
+ auto damageFunction = [&](ExtPxActor* actor, BlastFamily& family)
+ {
+ auto t0 = actor->getPhysXActor().getGlobalPose();
+ PxTransform t(t0.getInverse());
+ Damager::DamageData data;
+ data.hitNormal = t.rotate(hit.normal);
+ data.hitPosition = t.transform(hit.position);
+ data.origin = t.transform(weaponOrigin);
+ data.weaponDir = t.rotate(weaponDir);
+ data.previousWeaponDir = t.rotate(m_previousPickDir);
+ damager.executeFunction(&damager, actor, family, data);
+ };
+
+ // should damage?
+ bool shouldDamage = false;
+ if (m_isMousePressed)
+ {
+ shouldDamage = damager.damageWhilePressed || m_damageCountWhilePressed == 0;
+ m_damageCountWhilePressed++;
+ }
+ else
+ {
+ m_damageCountWhilePressed = 0;
+ }
+
+ // Update tool pointer and do damage with specific overlap
+ if (damager.pointerType == Damager::Sphere)
+ {
+ m_sphereToolRenderable->setHidden(false);
+ m_sphereToolRenderable->setColor(m_toolColor);
+ m_sphereToolRenderable->setScale(PxVec3(damager.radius));
+ m_sphereToolRenderable->setTransform(PxTransform(hit.position));
+
+ if (shouldDamage)
+ {
+ if (getBlastController().overlap(PxSphereGeometry(damager.radius), PxTransform(hit.position), damageFunction))
+ {
+ m_toolColor = PICK_POINTER_ACTIVE_COLOR;
+ }
+ getPhysXController().explodeDelayed(hit.position, damager.radius, m_explosiveImpulse);
+ }
+ }
+ else if (damager.pointerType == Damager::Line)
+ {
+ m_lineToolRenderable->setHidden(false);
+ m_lineToolRenderable->setColor(m_toolColor);
+
+ PxVec3 scale(damager.radius, damager.radius, SEGMENT_DAMAGE_MAX_DISTANCE);
+ PxVec3 direction = (hit.position - weaponOrigin).getNormalized();
+ PxVec3 position = weaponOrigin + direction * SEGMENT_DAMAGE_MAX_DISTANCE;
+
+ m_lineToolRenderable->setScale(scale);
+ PxTransform t(position, quatLookAt(direction));
+ m_lineToolRenderable->setTransform(t);
+
+ if (shouldDamage)
+ {
+ if (this->getBlastController().overlap(PxBoxGeometry(scale), t, damageFunction))
+ {
+ m_toolColor = PICK_POINTER_ACTIVE_COLOR;
+ }
+ }
+ }
+ else
+ {
+ PX_ASSERT(false);
+ }
+
+ m_previousPickDir = weaponDir;
+ m_prevWasHit = true;
+ }
+ else
+ {
+ m_prevWasHit = false;
+ }
+ }
+}
+
+
+LRESULT DamageToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP)
+ {
+ m_lastMousePos.x = (short)LOWORD(lParam) / getRenderer().getScreenWidth();
+ m_lastMousePos.y = (short)HIWORD(lParam) / getRenderer().getScreenHeight();
+ }
+
+ if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP)
+ {
+ m_isMousePressed = (uMsg == WM_LBUTTONDOWN);
+ }
+
+ if (uMsg == WM_MOUSEWHEEL)
+ {
+ int delta = int((short)HIWORD(wParam)) / WHEEL_DELTA;
+ changeDamageRadius(delta * 0.3f);
+ }
+
+ if (uMsg == WM_KEYDOWN)
+ {
+ int iKeyPressed = static_cast<int>(wParam);
+ if (iKeyPressed == VK_OEM_PLUS)
+ {
+ changeDamageRadius(0.2f);
+ }
+ else if (iKeyPressed == VK_OEM_MINUS)
+ {
+ changeDamageRadius(-0.2f);
+ }
+ else if (iKeyPressed >= '1' && iKeyPressed <= '9')
+ {
+ m_damagerIndex = PxClamp<uint32_t>(iKeyPressed - '1', 0, (uint32_t)m_damagers.size() - 1);
+ }
+ else if (iKeyPressed == VK_SPACE)
+ {
+ setDamageMode(!isDamageMode());
+ }
+ }
+
+ return 1;
+}
+
+void DamageToolController::drawUI()
+{
+ ImGui::DragFloat("Damage Amount", &m_damage, 1.0f);
+ ImGui::DragFloat("Explosive Impulse", &m_explosiveImpulse);
+ ImGui::DragFloat("Stress Damage Force", &m_stressForceFactor);
+
+ // - - - - - - - -
+ ImGui::Spacing();
+
+ // Armory
+ ImGui::Combo("Damage Profile", (int*)&m_damagerIndex, m_damagerNames.data(), (int)m_damagerNames.size(), -1);
+ Damager& damager = m_damagers[m_damagerIndex];
+ ImGui::DragFloat("Damage Radius (Mouse WH)", &damager.radius);
+ ImGui::Checkbox("Damage Continuously", &damager.damageWhilePressed);
+}
+
+void DamageToolController::setDamageMode(bool enabled)
+{
+ m_damageMode = enabled;
+
+ getPhysXController().setDraggingEnabled(!m_damageMode);
+
+ if (!m_damageMode)
+ {
+ m_sphereToolRenderable->setHidden(true);
+ m_lineToolRenderable->setHidden(true);
+ }
+}
+
+void DamageToolController::changeDamageRadius(float dr)
+{
+ Damager& damager = m_damagers[m_damagerIndex];
+ damager.radius += dr;
+ damager.radius = PxClamp<float>(damager.radius, 0.05f, damager.radiusLimit);
+}
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