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authorBryan Galdrikian <[email protected]>2017-08-23 11:24:32 -0700
committerBryan Galdrikian <[email protected]>2017-08-23 11:24:32 -0700
commitf1e539cadfb085cedc32f9773cfb9d14bfcdf138 (patch)
tree7ca74e06a4386dd22fd850a8417a31a85d282a30 /tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp
parentUpdated to CL 22661993: (diff)
downloadblast-f1e539cadfb085cedc32f9773cfb9d14bfcdf138.tar.xz
blast-f1e539cadfb085cedc32f9773cfb9d14bfcdf138.zip
Removing ArtistTools and CurveEditor projects
Diffstat (limited to 'tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp')
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp488
1 files changed, 0 insertions, 488 deletions
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp
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--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp
+++ /dev/null
@@ -1,488 +0,0 @@
-// 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.
-
-
-#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 "PxRigidDynamic.h"
-#include "PxScene.h"
-#include "SimpleScene.h"
-#include "BlastSceneTree.h"
-#include "DefaultDamagePanel.h"
-#include "ViewerOutput.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* gDamageToolController = nullptr;
-DamageToolController* DamageToolController::ins()
-{
- return gDamageToolController;
-}
-void DamageToolController::setDamageAmount(float value)
-{
- m_damage = value;
-}
-void DamageToolController::setExplosiveImpulse(float value)
-{
- m_explosiveImpulse = value;
-}
-void DamageToolController::setStressForceFactor(float value)
-{
- m_stressForceFactor = value;
-}
-void DamageToolController::setDamagerIndex(int index)
-{
- m_damagerIndex = index;
-}
-void DamageToolController::setRadius(float value)
-{
- m_damagers[m_damagerIndex].radius = value;
-}
-void DamageToolController::setDamageWhilePressed(bool value)
-{
- m_damagers[m_damagerIndex].damageWhilePressed = value;
-}
-
-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 void* material = actor->getTkActor().getFamily().getMaterial();
- return material ? reinterpret_cast<const NvBlastExtMaterial*>(material)->getNormalizedDamage(damage) : 0.f;
- };
-
- // Damage functions
- auto radialDamageExecute = [&](const Damager* damager, ExtPxActor* actor, PxVec3 origin, PxVec3 position, PxVec3 normal)
- {
- const float damage = getDamageAmountFn(m_damage, actor);
- if (damage > 0.f)
- {
- NvBlastExtRadialDamageDesc desc =
- {
- damage,
- { position.x, position.y, position.z },
- damager->radius,
- damager->radius * 1.6f
- };
-
- actor->getTkActor().damage(damager->program, &desc, sizeof(desc));
- }
- };
- auto lineSegmentDamageExecute = [&](const Damager* damager, ExtPxActor* actor, PxVec3 origin, PxVec3 position, PxVec3 normal)
- {
- const float damage = getDamageAmountFn(m_damage, actor);
- if (damage > 0.f)
- {
- PxVec3 dir = (position - origin).getNormalized();
- PxVec3 farEnd = origin + dir * 10000.0f;
-
- NvBlastExtSegmentRadialDamageDesc desc =
- {
- damage,
- { origin.x, origin.y, origin.z },
- { farEnd.x, farEnd.y, farEnd.z },
- damager->radius,
- damager->radius * 1.6f
- };
-
- actor->getTkActor().damage(damager->program, &desc, sizeof(desc));
- }
- };
- auto shearDamageExecute = [&](const Damager* damager, ExtPxActor* actor, PxVec3 origin, PxVec3 position, PxVec3 normal)
- {
- const float damage = getDamageAmountFn(m_damage, actor);
- if (damage > 0.f)
- {
- PxVec3 impactNormal = -normal;
-
- NvBlastExtShearDamageDesc desc =
- {
- damage,
- { impactNormal.x, impactNormal.y, impactNormal.z },
- { position.x, position.y, position.z },
- damager->radius,
- damager->radius * 1.6f
- };
-
- actor->getTkActor().damage(damager->program, &desc, sizeof(desc));
- }
- };
- auto stressDamageExecute = [&](const Damager* damager, ExtPxActor* actor, PxVec3 origin, PxVec3 position, PxVec3 normal)
- {
- PxVec3 force = -m_stressForceFactor * normal * actor->getPhysXActor().getMass();
-
- getBlastController().stressDamage(actor, position, 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 = "Segment Damage (Falloff)";
- dam.program = NvBlastDamageProgram{ NvBlastExtSegmentFalloffGraphShader, NvBlastExtSegmentFalloffSubgraphShader };
- dam.pointerType = Damager::PointerType::Line;
- dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f);
- dam.executeFunction = lineSegmentDamageExecute;
- dam.damageWhilePressed = true;
- dam.radius = .2f;
- dam.radiusLimit = 20.0f;
- 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);
- }
-
- // UI
- DefaultDamagePanel* pDefaultDamagePanel = DefaultDamagePanel::ins();
- pDefaultDamagePanel->setUpdateData(false);
- QComboBox* comboBoxDamageProfile = pDefaultDamagePanel->getDamageProfile();
- comboBoxDamageProfile->clear();
-
- // project
- BPPDefaultDamage& damage = BlastProject::ins().getParams().defaultDamage;
- damage.damageAmount = m_damage;
- damage.explosiveImpulse = m_explosiveImpulse;
- damage.stressDamageForce = m_stressForceFactor;
- int count = m_damagers.size();
- if (damage.damageStructs.buf != nullptr && damage.damageStructs.arraySizes[0] != count)
- {
- delete[] damage.damageStructs.buf;
- damage.damageStructs.buf = nullptr;
- damage.damageStructs.arraySizes[0] = 0;
- }
- if (damage.damageStructs.buf == nullptr)
- {
- damage.damageStructs.buf = new BPPDamageStruct[count];
- damage.damageStructs.arraySizes[0] = count;
- }
- damage.damageProfile = 0;
- int damageIndex = 0;
-
- for (const Damager& d : m_damagers)
- {
- m_damagerNames.push_back(d.uiName);
-
- // UI
- comboBoxDamageProfile->addItem(d.uiName);
-
- // project
- BPPDamageStruct& damageStruct = damage.damageStructs.buf[damageIndex++];
- damageStruct.damageRadius = d.radius;
- damageStruct.continuously = d.damageWhilePressed;
- }
-
- pDefaultDamagePanel->updateValues();
-
- gDamageToolController = this;
-}
-
-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(false);
-}
-
-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)
- {
- // 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)
- {
- PxMat44 cameraViewInv = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()).inverseRT();
- PxVec3 weaponOrigin = eyePos + cameraViewInv.rotate(WEAPON_POSITION_IN_VIEW);
-
- // damage function
- const Damager& damager = m_damagers[m_damagerIndex];
- auto damageFunction = [&](ExtPxActor* actor)
- {
- auto t0 = actor->getPhysXActor().getGlobalPose();
- PxTransform t(t0.getInverse());
- PxVec3 localNormal = t.rotate(hit.normal);
- PxVec3 localPosition = t.transform(hit.position);
- PxVec3 localOrigin = t.transform(weaponOrigin);
- damager.executeFunction(&damager, actor, localOrigin, localPosition, localNormal);
- };
-
- // 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);
- }
- }
- }
-}
-
-
-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 = (float)LOWORD(lParam);
- m_lastMousePos.y = (float)HIWORD(lParam);
- }
-
- if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP)
- {
- m_isMousePressed = (uMsg == WM_LBUTTONDOWN);
- if (m_isMousePressed && !m_damageMode)
- {
- viewer_warn("damage mode is disable, please enable it first !");
- }
- }
-
- 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);
-}