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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h')
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h52
1 files changed, 41 insertions, 11 deletions
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h
index 82f08d8..669ca40 100644
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h
+++ b/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h
@@ -1,12 +1,30 @@
-/*
-* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
-*
-* NVIDIA CORPORATION and its licensors retain all intellectual property
-* and proprietary rights in and to this software, related documentation
-* and any modifications thereto. Any use, reproduction, disclosure or
-* distribution of this software and related documentation without an express
-* license agreement from NVIDIA CORPORATION is strictly prohibited.
-*/
+// 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) 2008-2017 NVIDIA Corporation. All rights reserved.
+
#ifndef SCENE_CONTROLLER_H
#define SCENE_CONTROLLER_H
@@ -23,6 +41,8 @@ class SingleSceneAsset;
class Scene;
// Add By Lixu Begin
class PhysXSceneActor;
+class BlastAssetModelSimple;
+class ModelSceneAsset;
// Add By Lixu End
class SceneController : public ISampleController
{
@@ -48,15 +68,22 @@ public:
// Add By Lixu Begin
void addProjectile();
void clearProjectile();
+ std::vector<PhysXSceneActor*> getPrejectiles() { return m_Projectiles; }
+ std::string getProjectileName(PhysXSceneActor* projectile);
+ bool getProjectileVisible(PhysXSceneActor* projectile);
+ void setProjectileVisible(PhysXSceneActor* projectile, bool val);
void ResetScene();
void ClearScene();
- bool GetAssetDesc(const BlastAsset* asset, AssetList::ModelAsset& desc);
- void GetProjectilesNames(std::vector<std::string>& projectilesNames);
+ void addBlastAsset(BlastAssetModelSimple* pBlastAsset, AssetList::ModelAsset modelAsset);
+ void removeBlastAsset(BlastAssetModelSimple* pBlastAsset);
+ BlastFamily* addBlastFamily(BlastAsset* pBlastAsset, physx::PxTransform transform);
+ void removeBlastFamily(BlastAsset* pBlastAsset, int nFamilyIndex);
// Add By Lixu End
private:
void addAssets(const AssetList& assetList, bool loadModels = true);
void throwCube();
+ float getCubeSpeed();
SceneController& operator= (SceneController&);
@@ -88,11 +115,14 @@ private:
Scene* m_scene;
float m_cubeScale;
+ float m_cubeThrowDownTime;
// Add By Lixu Begin
std::vector<std::string> m_UsedNames;
std::vector<std::string> m_ReusedNames;
std::vector<PhysXSceneActor*> m_Projectiles;
+
+ std::map<BlastAsset*, ModelSceneAsset*> BlastToSceneMap;
// Add By Lixu End
};