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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
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')
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/Sample.h115
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAsset.cpp166
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAsset.h132
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetBoxes.cpp102
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetBoxes.h74
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModel.cpp252
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModel.h77
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp74
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.h66
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.cpp65
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.h64
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastController.cpp611
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastController.h287
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamily.cpp617
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamily.h262
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyBoxes.cpp109
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyBoxes.h55
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSimple.cpp1071
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSimple.h111
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSkinned.cpp185
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSkinned.h81
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFractureTool.cpp259
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFractureTool.h61
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastModel.cpp338
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastModel.h80
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastReplay.cpp178
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastReplay.h93
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/core/Application.cpp84
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/core/Application.h75
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/core/DeviceManager.cpp796
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/core/DeviceManager.h179
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleController.cpp85
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleController.h80
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleManager.cpp3179
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleManager.h363
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/physx/PhysXController.cpp1192
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/physx/PhysXController.h339
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ConvexRenderMesh.cpp100
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ConvexRenderMesh.h52
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp114
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.h59
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/DebugRenderBuffer.h68
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Mesh.cpp30
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Mesh.h74
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp301
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.h99
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderMaterial.cpp353
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderMaterial.h178
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderUtils.h119
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp151
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.h204
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderer.cpp1245
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderer.h317
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererHBAO.cpp98
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererHBAO.h58
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp446
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.h103
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ResourceManager.cpp291
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ResourceManager.h117
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ShaderUtils.h117
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/SkinnedRenderMesh.cpp234
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/SkinnedRenderMesh.h100
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SampleAssetListParser.cpp292
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SampleAssetListParser.h38
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.cpp1736
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h129
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/CommonUIController.cpp639
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/CommonUIController.h124
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp488
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.h165
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/EditionToolController.cpp161
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/EditionToolController.h80
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/ExplodeToolController.cpp256
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/ExplodeToolController.h100
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/GizmoToolController.cpp1311
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/GizmoToolController.h167
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/SelectionToolController.cpp493
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/SelectionToolController.h121
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/imgui_impl_dx11.cpp583
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/ui/imgui_impl_dx11.h25
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/utils/PxInputDataFromPxFileBuf.h69
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleProfiler.cpp240
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleProfiler.h97
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleTime.h76
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/utils/UIHelpers.h74
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/utils/Utils.cpp41
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/utils/Utils.h119
87 files changed, 0 insertions, 24609 deletions
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/Sample.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/Sample.h
deleted file mode 100644
index 2499deb..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/Sample.h
+++ /dev/null
@@ -1,115 +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.
-
-
-#ifndef SAMPLE_H
-#define SAMPLE_H
-
-#include "PxTransform.h"
-#include <string>
-#include <vector>
-
-
-struct AssetList
-{
- struct BoxAsset
- {
- BoxAsset() : staticHeight(-std::numeric_limits<float>().infinity()),
- jointAllBonds(false), extents(20, 20, 20), bondFlags(7)
- {}
-
- struct Level
- {
- Level() :x(0), y(0), z(0), isSupport(0) {};
-
- int x, y, z;
- bool isSupport;
- };
-
- std::string id;
- std::string name;
- physx::PxVec3 extents;
- float staticHeight;
- bool jointAllBonds;
- std::vector<Level> levels;
- uint32_t bondFlags;
- };
-
- struct ModelAsset
- {
- ModelAsset() : isSkinned(false), transform(physx::PxIdentity)
- {}
-
- std::string id;
- std::string file;
- std::string name;
- std::string fullpath;
- physx::PxTransform transform;
- bool isSkinned;
- };
-
- struct CompositeAsset
- {
- CompositeAsset() : transform(physx::PxIdentity)
- {}
-
- struct AssetRef
- {
- std::string id;
- physx::PxTransform transform;
- };
-
- struct Joint
- {
- int32_t assetIndices[2];
- uint32_t chunkIndices[2];
- physx::PxVec3 attachPositions[2];
- };
-
- std::string id;
- std::string name;
- physx::PxTransform transform;
- std::vector<AssetRef> assetRefs;
- std::vector<Joint> joints;
- };
-
- std::vector<ModelAsset> models;
- std::vector<CompositeAsset> composites;
- std::vector<BoxAsset> boxes;
-};
-
-struct SampleConfig
-{
- std::wstring sampleName;
- std::string assetsFile;
- std::vector<std::string> additionalResourcesDir;
- AssetList additionalAssetList;
-};
-
-int runSample(const SampleConfig& config);
-
-#endif //SAMPLE_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAsset.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAsset.cpp
deleted file mode 100644
index 7bb4f95..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAsset.cpp
+++ /dev/null
@@ -1,166 +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 "BlastAsset.h"
-#include "NvBlastExtPxAsset.h"
-#include "NvBlastTkAsset.h"
-#include <map>
-#include <algorithm>
-// Add By Lixu Begin
-#include "BlastSceneTree.h"
-#include "SampleManager.h"
-// Add By Lixu End
-
-std::set<int> ExistingAssetIds;
-BlastAsset::BlastAsset(Renderer& renderer)
- : m_renderer(renderer), m_bondHealthMax(1.0f), m_supportChunkHealthMax(1.0f)
-{
- for (int id = 0; ; id++)
- {
- if (ExistingAssetIds.find(id) == ExistingAssetIds.end())
- {
- ExistingAssetIds.emplace(id);
- mUniqueId = id;
- break;
- }
- }
-}
-
-BlastAsset::~BlastAsset()
-{
- ExistingAssetIds.erase(mUniqueId);
-}
-
-void BlastAsset::initialize()
-{
-// Add By Lixu Begin
- BPPBlast& blast = BlastProject::ins().getParams().blast;
- BPPChunkArray& chunks = blast.chunks;
- BPPBondArray& bonds = blast.bonds;
-
- std::vector<float> BondHealths;
- SampleManager* pSampleManager = SampleManager::ins();
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = pSampleManager->getAssetDescMap();
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator itASM = AssetDescMap.find(this);
- AssetList::ModelAsset m;
- if (itASM != AssetDescMap.end())
- {
- m = itASM->second;
- }
-
- int assetID = BlastProject::ins().getAssetIDByName(m.name.c_str());
- for (int bc = 0; bc < bonds.arraySizes[0]; bc++)
- {
- BPPBond& bond = bonds.buf[bc];
- if (bond.asset == assetID)
- {
- BondHealths.push_back(bond.support.bondStrength);
- }
- }
-
- const TkAsset& tkAsset = m_pxAsset->getTkAsset();
- uint32_t bondCount = tkAsset.getBondCount();
-
- const float* pBondHealths = nullptr;
- if (bondCount == BondHealths.size())
- {
- pBondHealths = BondHealths.data();
- }
-
- const NvBlastActorDesc& defaultActorDesc = m_pxAsset->getDefaultActorDesc();
- NvBlastActorDesc newActorDesc = defaultActorDesc;
- newActorDesc.initialBondHealths = pBondHealths;
-// Add By Lixu End
-
- // calc max healths
- const NvBlastActorDesc& actorDesc = newActorDesc;
- if (actorDesc.initialBondHealths)
- {
- m_bondHealthMax = FLT_MIN;
- const uint32_t bondCount = m_pxAsset->getTkAsset().getBondCount();
- for (uint32_t i = 0; i < bondCount; ++i)
- {
- m_bondHealthMax = std::max<float>(m_bondHealthMax, actorDesc.initialBondHealths[i]);
- }
- }
- else
- {
- m_bondHealthMax = actorDesc.uniformInitialBondHealth;
- }
-
- if(actorDesc.initialSupportChunkHealths)
- {
- m_supportChunkHealthMax = FLT_MIN;
- const uint32_t nodeCount = m_pxAsset->getTkAsset().getGraph().nodeCount;
- for (uint32_t i = 0; i < nodeCount; ++i)
- {
- m_supportChunkHealthMax = std::max<float>(m_supportChunkHealthMax, actorDesc.initialSupportChunkHealths[i]);
- }
- }
- else
- {
- m_supportChunkHealthMax = actorDesc.uniformInitialLowerSupportChunkHealth;
- }
-}
-
-size_t BlastAsset::getBlastAssetSize() const
-{
- return m_pxAsset->getTkAsset().getDataSize();
-}
-
-std::vector<uint32_t> BlastAsset::getChunkIndexesByDepth(uint32_t depth) const
-{
- const TkAsset& tkAsset = m_pxAsset->getTkAsset();
- const NvBlastChunk* pNvBlastChunk = tkAsset.getChunks();
- uint32_t chunkCount = tkAsset.getChunkCount();
-
- std::map<uint32_t, uint32_t> indexDepthMap;
- indexDepthMap.insert(std::make_pair(0, 0));
- for (size_t i = 1; i < chunkCount; ++i)
- {
- int depth = 0;
- const NvBlastChunk* curChunk = pNvBlastChunk + i;
- while (-1 != curChunk->parentChunkIndex)
- {
- ++depth;
- curChunk = pNvBlastChunk + curChunk->parentChunkIndex;
- }
- indexDepthMap.insert(std::make_pair(i, depth));
- }
-
- std::vector<uint32_t> indexes;
- for (std::map<uint32_t, uint32_t>::iterator itr = indexDepthMap.begin(); itr != indexDepthMap.end(); ++itr)
- {
- if (itr->second == depth)
- {
- indexes.push_back(itr->first);
- }
- }
-
- return indexes;
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAsset.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAsset.h
deleted file mode 100644
index feec9e3..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAsset.h
+++ /dev/null
@@ -1,132 +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.
-
-
-#ifndef BLAST_ASSET_H
-#define BLAST_ASSET_H
-
-#include <memory>
-#include <vector>
-#include "PxTransform.h"
-#include "NvBlastTypes.h"
-
-
-using namespace physx;
-
-class Renderer;
-class BlastFamily;
-class PhysXController;
-
-namespace Nv
-{
-namespace Blast
-{
-class ExtPxFamily;
-class ExtPxAsset;
-class ExtPxManager;
-class TkGroup;
-}
-}
-
-using namespace Nv::Blast;
-
-// Add By Lixu Begin
-typedef BlastFamily* BlastFamilyPtr;
-// Add By Lixu End
-
-
-class BlastAsset
-{
-public:
- //////// ctor ////////
-
- BlastAsset(Renderer& renderer);
- virtual ~BlastAsset();
- int mUniqueId;
-
-
- //////// desc ////////
-
- /**
- Descriptor with actor initial settings.
- */
- struct ActorDesc
- {
- NvBlastID id;
- PxTransform transform;
- TkGroup* group;
- };
-
-
- //////// abstract ////////
-
- virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) = 0;
-
-
- //////// data getters ////////
-
- const ExtPxAsset* getPxAsset() const
- {
- return m_pxAsset;
- }
-
- size_t getBlastAssetSize() const;
-
- std::vector<uint32_t> getChunkIndexesByDepth(uint32_t depth) const;
-
- float getBondHealthMax() const
- {
- return m_bondHealthMax;
- }
-
- float getSupportChunkHealthMax() const
- {
- return m_bondHealthMax;
- }
-
- void initialize();
-
-protected:
- //////// internal operations ////////
-
-
-
- //////// input data ////////
-
- Renderer& m_renderer;
-
-
- //////// internal data ////////
-
- ExtPxAsset* m_pxAsset;
- float m_bondHealthMax;
- float m_supportChunkHealthMax;
-};
-
-
-
-#endif //BLAST_ASSET_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetBoxes.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetBoxes.cpp
deleted file mode 100644
index 4bd9766..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetBoxes.cpp
+++ /dev/null
@@ -1,102 +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 "BlastAssetBoxes.h"
-#include "BlastFamilyBoxes.h"
-#include "NvBlastExtPxAsset.h"
-#include "PxPhysics.h"
-#include "cooking/PxCooking.h"
-
-
-BlastAssetBoxes::BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc)
- : BlastAsset(renderer)
-{
- // generate boxes slices procedurally
- CubeAssetGenerator::generate(m_generatorAsset, desc.generatorSettings);
-
- // asset desc / tk asset
- ExtPxAssetDesc assetDesc;
- assetDesc.chunkDescs = m_generatorAsset.solverChunks.data();
- assetDesc.chunkCount = (uint32_t)m_generatorAsset.solverChunks.size();
- assetDesc.bondDescs = m_generatorAsset.solverBonds.data();
- assetDesc.bondCount = (uint32_t)m_generatorAsset.solverBonds.size();
- std::vector<uint8_t> bondFlags(assetDesc.bondCount);
- std::fill(bondFlags.begin(), bondFlags.end(), desc.jointAllBonds ? 1 : 0);
- assetDesc.bondFlags = bondFlags.data();
-
- // box convex
- PxVec3 vertices[8] = { { -1, -1, -1 }, { -1, -1, 1 }, { -1, 1, -1 }, { -1, 1, 1 }, { 1, -1, -1 }, { 1, -1, 1 }, { 1, 1, -1 }, { 1, 1, 1 } };
- PxConvexMeshDesc convexMeshDesc;
- convexMeshDesc.points.count = 8;
- convexMeshDesc.points.data = vertices;
- convexMeshDesc.points.stride = sizeof(PxVec3);
- convexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
- m_boxMesh = cooking.createConvexMesh(convexMeshDesc, physics.getPhysicsInsertionCallback());
-
- // prepare chunks
- const uint32_t chunkCount = (uint32_t)m_generatorAsset.solverChunks.size();
- std::vector<ExtPxAssetDesc::ChunkDesc> pxChunks(chunkCount);
- std::vector<ExtPxAssetDesc::SubchunkDesc> pxSubchunks;
- pxSubchunks.reserve(chunkCount);
- for (uint32_t i = 0; i < m_generatorAsset.solverChunks.size(); i++)
- {
- uint32_t chunkID = m_generatorAsset.solverChunks[i].userData;
- GeneratorAsset::BlastChunkCube& cube = m_generatorAsset.chunks[chunkID];
- PxVec3 position = *reinterpret_cast<PxVec3*>(&cube.position);
- PxVec3 extents = *reinterpret_cast<PxVec3*>(&cube.extents);
- ExtPxAssetDesc::ChunkDesc& chunk = pxChunks[chunkID];
- ExtPxAssetDesc::SubchunkDesc subchunk =
- {
- PxTransform(position),
- PxConvexMeshGeometry(m_boxMesh, PxMeshScale(extents / 2))
- };
- pxSubchunks.push_back(subchunk);
- chunk.subchunks = &pxSubchunks.back();
- chunk.subchunkCount = 1;
- chunk.isStatic = (position.y - (extents.y - desc.generatorSettings.extents.y) / 2) <= desc.staticHeight;
- }
-
- // create asset
- assetDesc.pxChunks = pxChunks.data();
- m_pxAsset = ExtPxAsset::create(assetDesc, framework);
-
- initialize();
-}
-
-
-BlastAssetBoxes::~BlastAssetBoxes()
-{
- m_boxMesh->release();
- m_pxAsset->release();
-}
-
-
-BlastFamilyPtr BlastAssetBoxes::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
-{
- return BlastFamilyPtr(new BlastFamilyBoxes(physXConroller, pxManager, m_renderer, *this, desc));
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetBoxes.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetBoxes.h
deleted file mode 100644
index d4f8dd2..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetBoxes.h
+++ /dev/null
@@ -1,74 +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.
-
-
-#ifndef BLAST_ASSET_BOXES_H
-#define BLAST_ASSET_BOXES_H
-
-#include "BlastAsset.h"
-#include "AssetGenerator.h"
-#include "PxConvexMesh.h"
-
-
-namespace physx
-{
-class PxPhysics;
-class PxCooking;
-}
-
-namespace Nv
-{
-namespace Blast
-{
-class TkFramework;
-}
-}
-
-
-class BlastAssetBoxes : public BlastAsset
-{
-public:
- struct Desc
- {
- CubeAssetGenerator::Settings generatorSettings;
- float staticHeight;
- bool jointAllBonds;
- };
-
- BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc);
- virtual ~BlastAssetBoxes();
-
- BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc);
-
-private:
- PxConvexMesh* m_boxMesh;
- GeneratorAsset m_generatorAsset;
-};
-
-
-
-#endif //BLAST_ASSET_BOXES_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModel.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModel.cpp
deleted file mode 100644
index 857cb9b..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModel.cpp
+++ /dev/null
@@ -1,252 +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 "GlobalSettings.h"
-#include <QtCore/QFile>
-#include "BlastAssetModel.h"
-#include "Renderer.h"
-#include "BlastController.h"
-#include "Utils.h"
-#include "ResourceManager.h"
-#include "NvBlastExtPxAsset.h"
-#include <sstream>
-#include <fstream>
-#include "NvBlastExtExporter.h"
-#include "PxPhysics.h"
-#include <NvBlastGlobals.h>
-#include "NvBlastExtAssetUtils.h"
-#include "NvBlastExtPxAsset.h"
-#include "NvBlastTkAsset.h"
-#include "NvBlastExtSerialization.h"
-#include "NvBlastExtLlSerialization.h"
-#include "NvBlastExtTkSerialization.h"
-#include "NvBlastExtPxSerialization.h"
-#include "NvBlastExtAuthoring.h"
-#include "NvBlastExtAuthoringCollisionBuilder.h"
-
-BlastAssetModel::BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName, const char* modelPath)
- : BlastAsset(renderer)
-{
- if (modelPath == NULL)
- {
- GlobalSettings& globalSettings = GlobalSettings::Inst();
- modelPath = globalSettings.m_projectFileDir.c_str();
- assert(globalSettings.m_projectFileDir.length() > 0);
- }
-
- const float unitConversion = 1.f;
-
- const NvcVec3 inputScale = { unitConversion, unitConversion, unitConversion };
-
- std::string path;
-
- // load obj file
- std::ostringstream objFileName;
- objFileName << modelName << ".obj";
-
- path = GlobalSettings::MakeFileName(modelPath, objFileName.str().c_str());
- if (QFile::exists(path.c_str()))
- {
- m_model = BlastModel::loadFromFileTinyLoader(path.c_str());
- if (!m_model)
- {
- ASSERT_PRINT(false, "obj load failed");
- }
- }
- else // Obj is not found, try FBX
- {
- objFileName.clear();
- objFileName.str("");
- objFileName << modelName << ".fbx";
- path = GlobalSettings::MakeFileName(modelPath, objFileName.str().c_str());
- if (QFile::exists(path.c_str()))
- {
- m_model = BlastModel::loadFromFbxFile(path.c_str());
- if (!m_model)
- {
- ASSERT_PRINT(false, "fbx load failed");
- }
-
- }
- else
- {
- ASSERT_PRINT(false, "mesh file not found");
- }
- }
-
- for (auto& chunk : m_model->chunks)
- {
- for (auto& mesh : chunk.meshes)
- {
- SimpleMesh& smesh = const_cast<SimpleMesh&>(mesh.mesh);
- smesh.center *= unitConversion;
- smesh.extents *= unitConversion;
- for (auto& vertex : smesh.vertices)
- {
- vertex.position *= unitConversion;
- }
- }
- }
-
- // Physics Asset
-
- // Read file into buffer
- std::ostringstream blastFileName;
- blastFileName << modelName << ".blast";
- path = GlobalSettings::MakeFileName(modelPath, blastFileName.str().c_str());
- if (QFile::exists(path.c_str()))
- {
- std::ifstream stream(path.c_str(), std::ios::binary);
- std::streampos size = stream.tellg();
- stream.seekg(0, std::ios::end);
- size = stream.tellg() - size;
- stream.seekg(0, std::ios::beg);
- std::vector<char> buffer(size);
- stream.read(buffer.data(), buffer.size());
- stream.close();
- uint32_t objectTypeID;
- void* asset = serialization.deserializeFromBuffer(buffer.data(), buffer.size(), &objectTypeID);
- if (asset == nullptr)
- {
- ASSERT_PRINT(asset != nullptr, "can't load .blast file.");
- }
- else
- if (objectTypeID == Nv::Blast::ExtPxObjectTypeID::Asset)
- {
- m_pxAsset = reinterpret_cast<ExtPxAsset*>(asset);
- const TkAsset& tkAsset = m_pxAsset->getTkAsset();
- NvBlastAsset* llasset = const_cast<NvBlastAsset*>(tkAsset.getAssetLL());
- NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr);
- ExtPxSubchunk* subchunks = const_cast<ExtPxSubchunk*>(m_pxAsset->getSubchunks());
- for (uint32_t i = 0; i < m_pxAsset->getSubchunkCount(); ++i)
- {
- subchunks[i].geometry.scale.scale = PxVec3(unitConversion);
- }
- }
- else
- {
- TkAsset* tkAsset = nullptr;
- if (objectTypeID == Nv::Blast::TkObjectTypeID::Asset)
- {
- tkAsset = reinterpret_cast<TkAsset*>(asset);
- NvBlastAsset* llasset = const_cast<NvBlastAsset*>(tkAsset->getAssetLL());
- NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr);
- }
- else
- if (objectTypeID == Nv::Blast::LlObjectTypeID::Asset)
- {
- NvBlastAsset* llasset = reinterpret_cast<NvBlastAsset*>(asset);
- NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr);
- tkAsset = framework.createAsset(llasset, nullptr, 0, true);
- }
- else
- {
- ASSERT_PRINT(false, ".blast file contains unknown object.");
- }
-
- if (tkAsset != nullptr)
- {
- std::vector<ExtPxAssetDesc::ChunkDesc> physicsChunks;
- std::vector<std::vector<ExtPxAssetDesc::SubchunkDesc> > physicsSubchunks;
- /**
- Try find FBX and check whether it contains collision geometry.
- */
- objFileName.str("");
- objFileName << modelName << ".fbx";
- path = GlobalSettings::MakeFileName(modelPath, objFileName.str().c_str());
- if (QFile::exists(path.c_str()))
- {
- std::shared_ptr<IFbxFileReader> rdr(NvBlastExtExporterCreateFbxFileReader(), [](IFbxFileReader* p) {p->release(); });
- rdr->loadFromFile(path.c_str());
- if (rdr->isCollisionLoaded() == 0)
- {
- ASSERT_PRINT(false, "fbx doesn't contain collision geometry");
- }
- uint32_t* hullsOffsets = nullptr;
- CollisionHull** hulls = nullptr;
- uint32_t meshCount = rdr->getCollision(hullsOffsets, hulls);
-
- /**
- Create physics meshes;
- */
- std::shared_ptr<Nv::Blast::ConvexMeshBuilder> collisionBuilder(
- NvBlastExtAuthoringCreateConvexMeshBuilder(&cooking, &physics.getPhysicsInsertionCallback()),
- [](Nv::Blast::ConvexMeshBuilder* cmb) {cmb->release(); });
-
- physicsChunks.resize(meshCount);
- physicsSubchunks.resize(meshCount);
-
- for (uint32_t i = 0; i < meshCount; ++i)
- {
- for (uint32_t sbHulls = hullsOffsets[i]; sbHulls < hullsOffsets[i+1]; ++sbHulls)
- {
- PxConvexMeshGeometry temp = physx::PxConvexMeshGeometry(collisionBuilder.get()->buildConvexMesh(*hulls[sbHulls]));
- if (temp.isValid())
- {
- physicsSubchunks[i].push_back(ExtPxAssetDesc::SubchunkDesc());
- physicsSubchunks[i].back().geometry = temp;
- physicsSubchunks[i].back().transform = physx::PxTransform(physx::PxIdentity);
- }
- }
- }
- for (uint32_t i = 0; i < meshCount; ++i)
- {
- physicsChunks[i].isStatic = false;
- physicsChunks[i].subchunkCount = (uint32_t)physicsSubchunks[i].size();
- physicsChunks[i].subchunks = physicsSubchunks[i].data();
- }
- if (hullsOffsets)
- {
- NVBLAST_FREE(hullsOffsets);
- }
- if (hulls)
- {
- NVBLAST_FREE(hulls);
- }
- }
- m_pxAsset = ExtPxAsset::create(tkAsset, physicsChunks.data(), (uint32_t)physicsChunks.size());
- ASSERT_PRINT(m_pxAsset != nullptr, "can't create asset");
- }
- }
- }
-}
-
-BlastAssetModel::BlastAssetModel(ExtPxAsset* pExtPxAsset, BlastModel* pBlastModel, Renderer& renderer)
- : BlastAsset(renderer)
-{
- m_pxAsset = pExtPxAsset;
- ASSERT_PRINT(m_pxAsset != nullptr, "m_pxAsset is nullptr");
-
- m_model = pBlastModel;
- ASSERT_PRINT(m_model != nullptr, "m_model is nullptr");
-}
-
-BlastAssetModel::~BlastAssetModel()
-{
- m_pxAsset->release();
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModel.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModel.h
deleted file mode 100644
index 9e13674..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModel.h
+++ /dev/null
@@ -1,77 +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.
-
-
-#ifndef BLAST_ASSET_MODEL_H
-#define BLAST_ASSET_MODEL_H
-
-#include "BlastAsset.h"
-#include "BlastModel.h"
-
-
-namespace physx
-{
-class PxPhysics;
-class PxCooking;
-}
-
-namespace Nv
-{
-namespace Blast
-{
-class TkFramework;
-class ExtSerialization;
-}
-}
-
-
-class BlastAssetModel : public BlastAsset
-{
-public:
- //////// ctor ////////
-
- BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName, const char* modelPath = NULL);
- BlastAssetModel(ExtPxAsset* pExtPxAsset, BlastModel* pBlastModel, Renderer& renderer);
- virtual ~BlastAssetModel();
-
-
- //////// data getters ////////
-
- const BlastModel& getModel() const
- {
-// Add By Lixu Begin
- return *m_model;
-// Add By Lixu End
- }
-
-private:
- //////// private internal data ////////
-
- BlastModelPtr m_model;
-};
-
-#endif //BLAST_ASSET_MODEL_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp
deleted file mode 100644
index c3db31d..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp
+++ /dev/null
@@ -1,74 +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 "BlastAssetModelSimple.h"
-#include "BlastFamilyModelSimple.h"
-#include "CustomRenderMesh.h"
-#include "Renderer.h"
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// BlastAssetModelSimple
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName)
- : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName)
-{
- _init(renderer);
-}
-
-BlastAssetModelSimple::BlastAssetModelSimple(ExtPxAsset* pExtPxAsset, BlastModel* pBlastModel, Renderer& renderer)
- : BlastAssetModel(pExtPxAsset, pBlastModel, renderer)
-{
- _init(renderer);
-}
-
-BlastAssetModelSimple::~BlastAssetModelSimple()
-{
- m_renderMaterialNames.clear();
-}
-
-void BlastAssetModelSimple::_init(Renderer& renderer)
-{
- for (const BlastModel::Material& material : getModel().materials)
- {
- std::string name = material.name;
- if (name != "" && !BlastProject::ins().isGraphicsMaterialNameExist(name.c_str()))
- {
- BlastProject::ins().addGraphicsMaterial(name.c_str());
- BlastProject::ins().reloadDiffuseTexture(name.c_str(), material.diffuseTexture.c_str());
- BlastProject::ins().reloadDiffuseColor(name.c_str(), material.r, material.g, material.b, material.a);
- }
- m_renderMaterialNames.push_back(name);
- }
-}
-
-BlastFamilyPtr BlastAssetModelSimple::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
-{
- return BlastFamilyPtr(new BlastFamilyModelSimple(physXConroller, pxManager, m_renderer, *this, desc));
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.h
deleted file mode 100644
index ca3d995..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.h
+++ /dev/null
@@ -1,66 +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.
-
-
-#ifndef BLAST_ASSET_MODEL_SIMPLE_H
-#define BLAST_ASSET_MODEL_SIMPLE_H
-
-#include "BlastAssetModel.h"
-
-
-
-class BlastAssetModelSimple : public BlastAssetModel
-{
-public:
- //////// ctor ////////
-
- BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName);
- BlastAssetModelSimple(ExtPxAsset* pExtPxAsset, BlastModel* pBlastModel, Renderer& renderer);
- virtual ~BlastAssetModelSimple();
-
-
- //////// interface implementation ////////
-
- virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc);
-
-
- //////// data getters ////////
-
- const std::vector<std::string>& getRenderMaterials() const
- {
- return m_renderMaterialNames;
- }
-
-
-private:
- //////// private internal data ////////
- void _init(Renderer& renderer);
-
- std::vector<std::string> m_renderMaterialNames;
-};
-
-#endif //BLAST_ASSET_MODEL_SIMPLE_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.cpp
deleted file mode 100644
index 747c2f4..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.cpp
+++ /dev/null
@@ -1,65 +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 "BlastAssetModelSkinned.h"
-#include "BlastFamilyModelSkinned.h"
-#include "RenderMaterial.h"
-#include "Renderer.h"
-
-
-BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName)
- : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName)
-{
-// Add By Lixu Begin
- int index = 0;
- char materialName[50];
- for (const BlastModel::Material& material : getModel().materials)
- {
- sprintf(materialName, "%s_Material%d", modelName, index++);
-
- if (material.diffuseTexture.empty())
- m_renderMaterials.push_back(new RenderMaterial(modelName, renderer.getResourceManager(), "model_skinned"));
- else
- m_renderMaterials.push_back(new RenderMaterial(modelName, renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str()));
- }
-// Add By Lixu End
- initialize();
-}
-
-BlastAssetModelSkinned::~BlastAssetModelSkinned()
-{
- for (RenderMaterial* r : m_renderMaterials)
- {
- SAFE_DELETE(r);
- }
-}
-
-BlastFamilyPtr BlastAssetModelSkinned::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
-{
- return BlastFamilyPtr(new BlastFamilyModelSkinned(physXConroller, pxManager, m_renderer, *this, desc));
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.h
deleted file mode 100644
index e9c6784..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.h
+++ /dev/null
@@ -1,64 +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.
-
-
-#ifndef BLAST_ASSET_MODEL_SKINNED_H
-#define BLAST_ASSET_MODEL_SKINNED_H
-
-#include "BlastAssetModel.h"
-
-class RenderMaterial;
-
-class BlastAssetModelSkinned : public BlastAssetModel
-{
-public:
- //////// ctor ////////
-
- BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName);
- virtual ~BlastAssetModelSkinned();
-
-
- //////// interface implementation ////////
-
- BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc);
-
-
- //////// public getter ////////
-
- const std::vector<RenderMaterial*>& getRenderMaterials() const
- {
- return m_renderMaterials;
- }
-
-
-private:
- //////// internal data ////////
-
- std::vector<RenderMaterial*> m_renderMaterials;
-};
-
-#endif //BLAST_ASSET_MODEL_SKINNED_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastController.cpp
deleted file mode 100644
index 950b217..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastController.cpp
+++ /dev/null
@@ -1,611 +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 "BlastController.h"
-#include "BlastFamily.h"
-#include "BlastAsset.h"
-#include "BlastReplay.h"
-#include "PhysXController.h"
-#include "SampleTime.h"
-#include "SampleProfiler.h"
-#include "Utils.h"
-#include "Renderer.h"
-
-#include "NvBlastExtPxTask.h"
-
-#include "NvBlast.h"
-#include "NvBlastPxCallbacks.h"
-#include "NvBlastExtPxManager.h"
-#include "NvBlastExtPxFamily.h"
-#include "NvBlastExtPxActor.h"
-#include "NvBlastExtSerialization.h"
-#include "NvBlastExtTkSerialization.h"
-#include "NvBlastExtPxSerialization.h"
-
-#include "NvBlastTkFramework.h"
-
-#include "PsString.h"
-#include "PxTaskManager.h"
-#include "PxDefaultCpuDispatcher.h"
-#include "PxRigidBody.h"
-#include "PxScene.h"
-#include "PxRigidDynamic.h"
-#include "PxDistanceJoint.h"
-
-#include <sstream>
-#include <numeric>
-#include <cstdlib>
-
-#include "imgui.h"
-
-// Add By Lixu Begin
-#include "BlastSceneTree.h"
-// Add By Lixu End
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Joint creation
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-static physx::PxJoint* createPxJointCallback(ExtPxActor* actor0, const physx::PxTransform& localFrame0, ExtPxActor* actor1, const physx::PxTransform& localFrame1, physx::PxPhysics& physics, TkJoint& joint)
-{
- PxDistanceJoint* pxJoint = PxDistanceJointCreate(physics, actor0 ? &actor0->getPhysXActor() : nullptr, localFrame0, actor1 ? &actor1->getPhysXActor() : nullptr, localFrame1);
- pxJoint->setMaxDistance(1.0f);
- return pxJoint;
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Controller
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-BlastController::BlastController()
-: m_eventCallback(nullptr), debugRenderMode(BlastFamily::DEBUG_RENDER_DISABLED), m_impactDamageEnabled(true),
-m_impactDamageToStressEnabled(false), m_rigidBodyLimitEnabled(true), m_rigidBodyLimit(40000), m_blastAssetsSize(0), debugRenderScale(0.01f),
-m_taskManager(nullptr), m_extGroupTaskManager(nullptr)
-{
- m_impactDamageToStressFactor = 0.01f;
- m_draggingToStressFactor = 100.0f;
-}
-
-
-BlastController::~BlastController()
-{
-}
-
-void BlastController::reinitialize()
-{
- onSampleStop();
- onSampleStart();
-}
-
-void BlastController::onSampleStart()
-{
- m_tkFramework = NvBlastTkFrameworkCreate();
-
- m_replay = new BlastReplay();
-
- m_taskManager = PxTaskManager::createTaskManager(NvBlastGetPxErrorCallback(), getPhysXController().getCPUDispatcher(), 0);
-
- TkGroupDesc gdesc;
- gdesc.workerCount = m_taskManager->getCpuDispatcher()->getWorkerCount();
- m_tkGroup = m_tkFramework->createGroup(gdesc);
-
- m_extPxManager = ExtPxManager::create(getPhysXController().getPhysics(), *m_tkFramework, createPxJointCallback);
- m_extPxManager->setActorCountLimit(m_rigidBodyLimitEnabled ? m_rigidBodyLimit : 0);
- m_extImpactDamageManager = ExtImpactDamageManager::create(m_extPxManager, m_extImpactDamageManagerSettings);
- m_eventCallback = new EventCallback(m_extImpactDamageManager);
-
- m_extGroupTaskManager = ExtGroupTaskManager::create(*m_taskManager);
- m_extGroupTaskManager->setGroup(m_tkGroup);
-
- setImpactDamageEnabled(m_impactDamageEnabled, true);
-
- m_extSerialization = NvBlastExtSerializationCreate();
- if (m_extSerialization != nullptr)
- {
- NvBlastExtTkSerializerLoadSet(*m_tkFramework, *m_extSerialization);
- NvBlastExtPxSerializerLoadSet(*m_tkFramework, getPhysXController().getPhysics(), getPhysXController().getCooking(), *m_extSerialization);
- }
-}
-
-
-void BlastController::onSampleStop()
-{
- getPhysXController().simualtionSyncEnd();
-
- removeAllFamilies();
-
- m_extImpactDamageManager->release();
- m_extPxManager->release();
- SAFE_DELETE(m_eventCallback);
-
- m_tkGroup->release();
-
- delete m_replay;
-
- m_tkFramework->release();
-
- if (m_extGroupTaskManager != nullptr)
- {
- m_extGroupTaskManager->release();
- m_extGroupTaskManager = nullptr;
- }
-
- if (m_taskManager != nullptr)
- {
- m_taskManager->release();
- }
-}
-
-
-void BlastController::notifyPhysXControllerRelease()
-{
- if (m_extGroupTaskManager != nullptr)
- {
- m_extGroupTaskManager->release();
- m_extGroupTaskManager = nullptr;
- }
-
- if (m_taskManager != nullptr)
- {
- m_taskManager->release();
- m_taskManager = nullptr;
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Impact damage
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void BlastController::updateImpactDamage()
-{
- if (m_impactDamageUpdatePending)
- {
- getPhysXController().getPhysXScene().setSimulationEventCallback(m_impactDamageEnabled ? m_eventCallback : nullptr);
- refreshImpactDamageSettings();
- m_impactDamageUpdatePending = false;
- }
-}
-
-void BlastController::setImpactDamageEnabled(bool enabled, bool forceUpdate)
-{
- if (m_impactDamageEnabled != enabled || forceUpdate)
- {
- m_impactDamageEnabled = enabled;
- m_impactDamageUpdatePending = true;
- }
-}
-
-bool BlastController::customImpactDamageFunction(void* data, ExtPxActor* actor, physx::PxShape* shape, physx::PxVec3 position, physx::PxVec3 force)
-{
- return reinterpret_cast<BlastController*>(data)->stressDamage(actor, position, force);
-}
-
-bool BlastController::stressDamage(ExtPxActor *actor, physx::PxVec3 position, physx::PxVec3 force)
-{
- if (actor->getTkActor().getGraphNodeCount() > 1)
- {
- void* userData = actor->getFamily().userData;
- if (userData)
- {
- ExtPxStressSolver* solver = reinterpret_cast<ExtPxStressSolver*>(userData);
- solver->getSolver().addForce(*actor->getTkActor().getActorLL(), position, force * m_impactDamageToStressFactor);
- return true;
- }
- }
-
- return false;
-}
-
-void BlastController::refreshImpactDamageSettings()
-{
- m_extImpactDamageManagerSettings.damageFunction = m_impactDamageToStressEnabled ? customImpactDamageFunction : nullptr;
- m_extImpactDamageManagerSettings.damageFunctionData = this;
- m_extImpactDamageManager->setSettings(m_extImpactDamageManagerSettings);
-}
-
-// Add By Lixu Begin
-BlastFamily* BlastController::getFamilyByPxActor(const PxActor& actor)
-{
- for (BlastFamilyPtr family : m_families)
- {
- if (family->find(actor))
- {
- return family;
- }
- }
- return nullptr;
-}
-
-BlastFamily* BlastController::getFamilyById(int familyId)
-{
- BlastFamily* pBlastFamily = nullptr;
- for (BlastFamilyPtr p : m_families)
- {
- if (p->mUniqueId == familyId)
- {
- pBlastFamily = p;
- break;
- }
- }
- return pBlastFamily;
-}
-
-std::vector<PxActor*> BlastController::getActor(BlastAsset* asset, int chunkId)
-{
- std::vector<PxActor*> actors;
- for (BlastFamilyPtr family : m_families)
- {
- if (&(family->getBlastAsset()) == asset)
- {
- PxActor* actor = nullptr;
- family->getPxActorByChunkIndex(chunkId, &actor);
- if (actor)
- actors.push_back(actor);
- }
- }
- return actors;
-}
-
-void BlastController::updateActorRenderableTransform(const PxActor& actor, physx::PxTransform& pos, bool local)
-{
- BlastFamily* family = getFamilyByPxActor(actor);
- if (family == nullptr)
- return;
-
- family->updateActorRenderableTransform(actor, pos, local);
-}
-
-bool BlastController::isActorVisible(const PxActor& actor)
-{
- BlastFamily* family = getFamilyByPxActor(actor);
- if (family == nullptr)
- return false;
-
- return family->isActorVisible(actor);
-}
-
-bool BlastController::isAssetFractrued(const PxActor& actor)
-{
- BlastFamily* family = getFamilyByPxActor(actor);
- if (family == nullptr)
- return false;
-
- const BlastAsset& asset = family->getBlastAsset();
- if (asset.getChunkIndexesByDepth(1).size() > 0)
- {
- return true;
- }
-
- return false;
-}
-
-void BlastController::updateModelMeshToProjectParam(const PxActor& actor)
-{
- BlastFamily* family = getFamilyByPxActor(actor);
- if (family == nullptr)
- return;
-
- const BlastAsset& asset = family->getBlastAsset();
- SampleManager::ins()->updateModelMeshToProjectParam(const_cast<BlastAsset*>(&asset));
-}
-// Add By Lixu End
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Stress
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void BlastController::updateDraggingStress()
-{
- auto physxController = getPhysXController();
- auto actor = physxController.getDraggingActor();
- if (actor)
- {
- ExtPxActor* pxActor = m_extPxManager->getActorFromPhysXActor(*actor);
- if (pxActor && pxActor->getTkActor().getGraphNodeCount() > 1 && pxActor->getPhysXActor().getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC)
- {
- void* userData = pxActor->getFamily().userData;
- if (userData)
- {
- ExtPxStressSolver* solver = reinterpret_cast<ExtPxStressSolver*>(userData);
- PxTransform t(pxActor->getPhysXActor().getGlobalPose().getInverse());
- PxVec3 dragVector = t.rotate(physxController.getDragVector());
- const float factor = dragVector.magnitudeSquared() * m_draggingToStressFactor;
- solver->getSolver().addForce(*pxActor->getTkActor().getActorLL(), physxController.getDragActorHookLocalPoint(), dragVector.getNormalized() * factor);
- }
- }
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Stats
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-uint32_t BlastController::getActorCount() const
-{
- return std::accumulate(m_families.begin(), m_families.end(), (uint32_t)0, [](uint32_t sum, const BlastFamilyPtr& a)
- {
- return sum += a->getActorCount();
- });
-}
-
-uint32_t BlastController::getTotalVisibleChunkCount() const
-{
- return std::accumulate(m_families.begin(), m_families.end(), (uint32_t)0, [](uint32_t sum, const BlastFamilyPtr& a)
- {
- return sum += a->getTotalVisibleChunkCount();
- });
-}
-
-size_t BlastController::getFamilySize() const
-{
- return std::accumulate(m_families.begin(), m_families.end(), (size_t)0, [](size_t sum, const BlastFamilyPtr& a)
- {
- return sum += a->getFamilySize();
- });
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Time
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-const double Time::s_secondsPerTick = Time::getTickDuration();
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Controller events
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void BlastController::Animate(double dt)
-{
- PROFILER_SCOPED_FUNCTION();
-
- PROFILER_BEGIN("Apply Impact Damage");
- m_extImpactDamageManager->applyDamage();
- PROFILER_END();
-
- updateDraggingStress();
-
- fillDebugRender();
-
- getPhysXController().simualtionSyncEnd();
-
- updateImpactDamage();
-
- Time blastTime;
- for (uint32_t i = 0; i < m_families.size(); ++i)
- {
- if (m_families[i])
- {
- m_families[i]->updatePreSplit(dt);
- }
- }
-
- m_replay->update();
-
- PROFILER_BEGIN("Tk Group Process/Sync");
-
-#if 1
-
- m_extGroupTaskManager->process();
- m_extGroupTaskManager->wait();
-
-#else // process group on main thread
-
- m_tkGroup->process();
-
-#endif
-
- PROFILER_END();
-
- getPhysXController().simulationBegin(dt);
-
- TkGroupStats gstats;
- m_tkGroup->getStats(gstats);
-
- this->m_lastBlastTimers.blastDamageMaterial = NvBlastTicksToSeconds(gstats.timers.material);
- this->m_lastBlastTimers.blastDamageFracture = NvBlastTicksToSeconds(gstats.timers.fracture);
- this->m_lastBlastTimers.blastSplitIsland = NvBlastTicksToSeconds(gstats.timers.island);
- this->m_lastBlastTimers.blastSplitPartition = NvBlastTicksToSeconds(gstats.timers.partition);
- this->m_lastBlastTimers.blastSplitVisibility = NvBlastTicksToSeconds(gstats.timers.visibility);
-
- for (uint32_t i = 0; i < m_families.size(); ++i)
- {
- if (m_families[i])
- {
- m_families[i]->updateAfterSplit(dt);
- }
- }
-
-// Add By Lixu Begin
- BlastSceneTree* pBlastSceneTree = BlastSceneTree::ins();
- bool needUpdateUI = false;
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>& AssetFamiliesMap = getManager()->getAssetFamiliesMap();
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itAsset;
- std::vector<BlastFamily*>::iterator itFamily;
- uint32_t assetIndex = 0;
- for (itAsset = AssetFamiliesMap.begin(); itAsset != AssetFamiliesMap.end(); itAsset++)
- {
- std::vector<BlastFamily*>& BlastFamilies = itAsset->second;
- for (itFamily = BlastFamilies.begin(); itFamily != BlastFamilies.end(); itFamily++)
- {
- BlastFamily* pFamily = *itFamily;
-
- std::map<uint32_t, bool>& VisibleChangedChunks = pFamily->getVisibleChangedChunks();
- std::map<uint32_t, bool>::iterator itChunk;
- for (itChunk = VisibleChangedChunks.begin(); itChunk != VisibleChangedChunks.end(); itChunk++)
- {
- pBlastSceneTree->updateVisible(assetIndex, itChunk->first, itChunk->second);
- needUpdateUI = true;
- }
- pFamily->clearVisibleChangedChunks();
- }
-
- assetIndex++;
- }
-
- if (needUpdateUI)
- {
- //pBlastSceneTree->updateValues(false);
- SampleManager::ins()->m_bNeedRefreshTree = true;
- }
-// Add By Lixu End
-}
-
-
-void BlastController::drawUI()
-{
- // impact damage
- bool impactEnabled = getImpactDamageEnabled();
- if (ImGui::Checkbox("Impact Damage", &impactEnabled))
- {
- setImpactDamageEnabled(impactEnabled);
- }
- {
- bool refresh = false;
- refresh |= ImGui::Checkbox("Use Shear Damage", &m_extImpactDamageManagerSettings.shearDamage);
- refresh |= ImGui::DragFloat("Impulse Threshold (Min)", &m_extImpactDamageManagerSettings.impulseMinThreshold);
- refresh |= ImGui::DragFloat("Impulse Threshold (Max)", &m_extImpactDamageManagerSettings.impulseMaxThreshold);
- refresh |= ImGui::DragFloat("Damage (Max)", &m_extImpactDamageManagerSettings.damageMax);
- refresh |= ImGui::DragFloat("Damage Radius (Max)", &m_extImpactDamageManagerSettings.damageRadiusMax);
- refresh |= ImGui::DragFloat("Damage Attenuation", &m_extImpactDamageManagerSettings.damageAttenuation, 1.0f, 0.0f, 1.0f);
- refresh |= ImGui::Checkbox("Impact Damage To Stress Solver", &m_impactDamageToStressEnabled);
-
- if (refresh)
- {
- refreshImpactDamageSettings();
- }
- }
-
- ImGui::DragFloat("Impact Damage To Stress Factor", &m_impactDamageToStressFactor, 0.001f, 0.0f, 1000.0f, "%.4f");
- ImGui::DragFloat("Dragging To Stress Factor", &m_draggingToStressFactor, 0.1f, 0.0f, 1000.0f, "%.3f");
-
- ImGui::Checkbox("Limit Rigid Body Count", &m_rigidBodyLimitEnabled);
- if (m_rigidBodyLimitEnabled)
- {
- ImGui::DragInt("Rigid Body Limit", (int*)&m_rigidBodyLimit, 100, 1000, 100000);
- }
- m_extPxManager->setActorCountLimit(m_rigidBodyLimitEnabled ? m_rigidBodyLimit : 0);
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// actor management
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-BlastFamilyPtr BlastController::spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc)
-{
- BlastFamilyPtr actor = blastAsset->createFamily(getPhysXController(), *m_extPxManager, desc);
- m_families.push_back(actor);
- recalculateAssetsSize();
- m_replay->addFamily(&actor->getFamily()->getTkFamily());
- return actor;
-}
-
-void BlastController::removeFamily(BlastFamilyPtr actor)
-{
- m_replay->removeFamily(&actor->getFamily()->getTkFamily());
- m_families.erase(std::remove(m_families.begin(), m_families.end(), actor), m_families.end());
- recalculateAssetsSize();
- getPhysXController().resetDragging();
-// Add By Lixu Begin
- delete actor;
-// Add By Lixu End
-}
-
-void BlastController::removeAllFamilies()
-{
- while (!m_families.empty())
- {
- removeFamily(m_families.back());
- }
- m_replay->reset();
-}
-
-void BlastController::recalculateAssetsSize()
-{
- std::set<const BlastAsset*> uniquedAssets;
- m_blastAssetsSize = 0;
- for (uint32_t i = 0; i < m_families.size(); ++i)
- {
- if (uniquedAssets.find(&m_families[i]->getBlastAsset()) == uniquedAssets.end())
- {
- m_blastAssetsSize += m_families[i]->getBlastAsset().getBlastAssetSize();
- uniquedAssets.insert(&m_families[i]->getBlastAsset());
- }
- }
-}
-
-bool BlastController::overlap(const PxGeometry& geometry, const PxTransform& pose, std::function<void(ExtPxActor*)> hitCall)
-{
- PROFILER_SCOPED_FUNCTION();
-
- bool anyHit = false;
- for (uint32_t i = 0; i < m_families.size(); ++i)
- {
- if (m_families[i])
- {
- anyHit |= m_families[i]->overlap(geometry, pose, hitCall);
- }
- }
- return anyHit;
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// debug render
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void BlastController::fillDebugRender()
-{
- PROFILER_SCOPED_FUNCTION();
-
- m_debugRenderBuffer.clear();
-
- if (debugRenderMode != BlastFamily::DEBUG_RENDER_DISABLED)
- {
- getPhysXController().getPhysXScene().setVisualizationParameter(PxVisualizationParameter::eSCALE, 1);
- for (uint32_t i = 0; i < m_families.size(); ++i)
- {
- m_families[i]->fillDebugRender(m_debugRenderBuffer, debugRenderMode, debugRenderScale);
- }
- }
- else
- {
- getPhysXController().getPhysXScene().setVisualizationParameter(PxVisualizationParameter::eSCALE, 0);
- }
-
- getRenderer().queueRenderBuffer(&m_debugRenderBuffer);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastController.h
deleted file mode 100644
index 7a6bcf0..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastController.h
+++ /dev/null
@@ -1,287 +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.
-
-
-#ifndef BLAST_CONTROLLER_H
-#define BLAST_CONTROLLER_H
-
-#include "SampleManager.h"
-#include "BlastFamily.h"
-#include "DebugRenderBuffer.h"
-#include "PxSimulationEventCallback.h"
-#include "NvBlastExtImpactDamageManager.h"
-
-using namespace physx;
-
-class BlastAsset;
-class BlastReplay;
-
-namespace physx
-{
-class PxTaskManager;
-}
-namespace Nv
-{
-namespace Blast
-{
-class TkFramework;
-class ExtGroupTaskManager;
-class ExtSerialization;
-}
-}
-
-
-struct BlastTimers
-{
- double blastDamageMaterial;
- double blastDamageFracture;
- double blastSplitIsland;
- double blastSplitPartition;
- double blastSplitVisibility;
-};
-
-/**
-Blast Controller. Entry point for all blast related code, keeps blast actors and controls them.
-*/
-class BlastController : public ISampleController
-{
-public:
- //////// ctor ////////
-
- BlastController();
- virtual ~BlastController();
-
- void reinitialize();
-
- //////// controller callbacks ////////
-
- virtual void onSampleStart();
- virtual void onSampleStop();
-
- virtual void Animate(double dt);
- void drawUI();
-
-
- //////// public API ////////
-
- bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function<void(ExtPxActor*)> hitCall);
-
- bool stressDamage(ExtPxActor *actor, PxVec3 position, PxVec3 force);
-
- BlastFamilyPtr spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc);
- void removeFamily(BlastFamilyPtr actor);
- void removeAllFamilies();
-
-
- //////// public getters/setters ////////
-
- TkFramework& getTkFramework() const
- {
- return *m_tkFramework;
- }
-
- TkGroup* getTkGroup() const
- {
- return m_tkGroup;
- }
-
- ExtPxManager& getExtPxManager() const
- {
- return *m_extPxManager;
- }
-
- ExtImpactDamageManager* getExtImpactDamageManager() const
- {
- return m_extImpactDamageManager;
- }
-
- BlastReplay* getReplay() const
- {
- return m_replay;
- }
-
- uint32_t getActorCount() const;
-
- uint32_t getTotalVisibleChunkCount() const;
-
- size_t getFamilySize() const;
-
- size_t getBlastAssetsSize() const
- {
- return m_blastAssetsSize;
- }
-
- const BlastTimers& getLastBlastTimers() const
- {
- return m_lastBlastTimers;
- }
-
- bool getImpactDamageEnabled() const
- {
- return m_impactDamageEnabled;
- }
-
- void setImpactDamageEnabled(bool enabled, bool forceUpdate = false);
-
- ExtStressSolverSettings& getStressSolverSettings()
- {
- return m_extStressSolverSettings;
- }
-
-// Add By Lixu Begin
- std::vector<BlastFamilyPtr>& getFamilies()
- {
- return m_families;
- }
-
- BlastFamily* getFamilyByPxActor(const PxActor& actor);
- std::vector<PxActor*> getActor(BlastAsset* asset, int chunkId);
-
- void updateActorRenderableTransform(const PxActor& actor, physx::PxTransform& pos, bool local = false);
-
- bool isActorVisible(const PxActor& actor);
-
- bool isAssetFractrued(const PxActor& actor);
-
- // only update unfractured mode mesh
- void updateModelMeshToProjectParam(const PxActor& actor);
-
- BlastFamily* getFamilyById(int familyId);
-// Add By Lixu End
-
- float getLastStressDelta() const;
-
- void notifyPhysXControllerRelease();
-
- ExtSerialization* getExtSerialization() const
- {
- return m_extSerialization;
- }
-
- //////// public variables for UI ////////
-
- BlastFamily::DebugRenderMode debugRenderMode;
- float debugRenderScale;
-
-
- //////// Filter shader enum ////////
-
- enum FilterDataAttributes
- {
- SUPPRESS_CONTACT_NOTIFY = 1,
- };
-
-private:
- //////// impact damage event callback ////////
-
- class EventCallback : public PxSimulationEventCallback
- {
- public:
- EventCallback(ExtImpactDamageManager* manager) : m_manager(manager) {}
-
- // implemented
- virtual void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, uint32_t nbPairs)
- {
- m_manager->onContact(pairHeader, pairs, nbPairs);
- }
-
- private:
- // unused
- void onConstraintBreak(PxConstraintInfo*, PxU32) {}
- void onWake(PxActor**, PxU32) {}
- void onSleep(PxActor**, PxU32) {}
- void onTrigger(PxTriggerPair*, PxU32) {}
- void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
-
- // data
- ExtImpactDamageManager* m_manager;
- };
-
-
- //////// private methods ////////
-
- void updateDraggingStress();
-
- void updateImpactDamage();
-
- void refreshImpactDamageSettings();
-
- void fillDebugRender();
-
- void recalculateAssetsSize();
-
- static bool customImpactDamageFunction(void* data, ExtPxActor* actor, PxShape* shape, PxVec3 position, PxVec3 force);
-
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
- PhysXController& getPhysXController() const
- {
- return getManager()->getPhysXController();
- }
-
-
- //////// internal data ////////
-
- PxTaskManager* m_taskManager;
- TkFramework* m_tkFramework;
- TkGroup* m_tkGroup;
- ExtPxManager* m_extPxManager;
- ExtImpactDamageManager* m_extImpactDamageManager;
- ExtImpactSettings m_extImpactDamageManagerSettings;
- EventCallback* m_eventCallback;
- ExtStressSolverSettings m_extStressSolverSettings;
- ExtGroupTaskManager* m_extGroupTaskManager;
- ExtSerialization* m_extSerialization;
-
- std::vector<BlastFamilyPtr> m_families;
- DebugRenderBuffer m_debugRenderBuffer;
-
- bool m_impactDamageEnabled;
- bool m_impactDamageUpdatePending;
- bool m_impactDamageToStressEnabled;
-
- float m_impactDamageToStressFactor;
- float m_draggingToStressFactor;
-
- bool m_rigidBodyLimitEnabled;
- uint32_t m_rigidBodyLimit;
-
- BlastReplay* m_replay;
-
- BlastTimers m_lastBlastTimers;
-
- size_t m_blastAssetsSize;
-};
-
-
-#endif
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamily.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamily.cpp
deleted file mode 100644
index dff2d20..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamily.cpp
+++ /dev/null
@@ -1,617 +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 "BlastFamily.h"
-#include "SampleProfiler.h"
-#include "PhysXController.h"
-#include "RenderUtils.h"
-#include "SampleTime.h"
-#include "UIHelpers.h"
-
-#include "NvBlast.h"
-#include "NvBlastTkFamily.h"
-#include "NvBlastTkActor.h"
-#include "NvBlastTkAsset.h"
-#include "NvBlastTkJoint.h"
-#include "NvBlastExtPxAsset.h"
-#include "NvBlastExtPxActor.h"
-#include "NvBlastExtPxFamily.h"
-#include "NvBlastExtPxManager.h"
-
-#include "PxRigidDynamic.h"
-#include "PxScene.h"
-#include "PxJoint.h"
-// Add By Lixu Begin
-#include "BlastSceneTree.h"
-// Add By Lixu End
-
-
-const float RIGIDBODY_DENSITY = 2000.0f;
-
-std::set<int> ExistingFamilyIds;
-BlastFamily::BlastFamily(PhysXController& physXController, ExtPxManager& pxManager, const BlastAsset& blastAsset)
- : m_physXController(physXController)
- , m_pxManager(pxManager)
- , m_blastAsset(blastAsset)
- , m_listener(this)
- , m_totalVisibleChunkCount(0)
- , m_stressSolver(nullptr)
- , m_spawned(false)
-{
- m_settings.stressSolverEnabled = false;
- m_settings.stressDamageEnabled = false;
-
- for (int id = 0; ; id++)
- {
- if (ExistingFamilyIds.find(id) == ExistingFamilyIds.end())
- {
- ExistingFamilyIds.emplace(id);
- mUniqueId = id;
- break;
- }
- }
-}
-
-BlastFamily::~BlastFamily()
-{
- if (m_stressSolver)
- {
- m_stressSolver->release();
- }
-
- m_pxFamily->unsubscribe(m_listener);
-
- m_pxFamily->release();
-
- ExistingFamilyIds.erase(mUniqueId);
-}
-
-void BlastFamily::initialize(const BlastAsset::ActorDesc& desc)
-{
-// Add By Lixu Begin
- BPPBlast& blast = BlastProject::ins().getParams().blast;
- BPPBondArray& bonds = blast.bonds;
- BlastTreeData& blastTreeData = BlastTreeData::ins();
-
- std::vector<float> BondHealths;
- BlastAsset* pThis = (BlastAsset*)&m_blastAsset;
- SampleManager* pSampleManager = SampleManager::ins();
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = pSampleManager->getAssetDescMap();
- AssetList::ModelAsset m = AssetDescMap[pThis];
- int assetID = BlastProject::ins().getAssetIDByName(m.name.c_str());
-
- for (int bc = 0; bc < bonds.arraySizes[0]; bc++)
- {
- BPPBond& bond = bonds.buf[bc];
- if (bond.asset == assetID)
- {
- BondHealths.push_back(bond.support.bondStrength);
- }
- }
-
- const ExtPxAsset* pExtPxAsset = m_blastAsset.getPxAsset();
- const TkAsset& tkAsset = pExtPxAsset->getTkAsset();
- uint32_t bondCount = tkAsset.getBondCount();
-
- const float* pBondHealths = nullptr;
- if (bondCount == BondHealths.size())
- {
- pBondHealths = BondHealths.data();
- }
-
- const NvBlastActorDesc& defaultActorDesc = m_blastAsset.getPxAsset()->getDefaultActorDesc();
- NvBlastActorDesc newActorDesc = defaultActorDesc;
- newActorDesc.initialBondHealths = pBondHealths;
-// Add By Lixu End
-
- ExtPxFamilyDesc familyDesc;
- familyDesc.actorDesc = (const NvBlastActorDesc*)&newActorDesc; // if you use it one day, consider changing code which needs getBondHealthMax() from BlastAsset.
- familyDesc.group = desc.group;
- familyDesc.pxAsset = m_blastAsset.getPxAsset();
- m_pxFamily = m_pxManager.createFamily(familyDesc);
-
- m_tkFamily = &m_pxFamily->getTkFamily();
- m_tkFamily->setID(desc.id);
- m_tkFamily->setMaterial(&m_settings.material);
-
- m_familySize = NvBlastFamilyGetSize(m_tkFamily->getFamilyLL(), nullptr);
-
- m_pxFamily->subscribe(m_listener);
-
- m_initialTransform = desc.transform;
-
- updatePreSplit(0);
- m_VisibleChangedChunks.clear();
-}
-
-void BlastFamily::updatePreSplit(float dt)
-{
- if (!m_spawned)
- {
- ExtPxSpawnSettings spawnSettings = {
- &m_physXController.getPhysXScene(),
- m_physXController.getDefaultMaterial(),
- RIGIDBODY_DENSITY
- };
-
- m_pxFamily->spawn(m_initialTransform, PxVec3(1.0f), spawnSettings);
- reloadStressSolver();
-
- m_spawned = true;
- }
-
- // collect potential actors to health update
- m_actorsToUpdateHealth.clear();
- for (const ExtPxActor* actor : m_actors)
- {
- if (actor->getTkActor().isPending())
- {
- m_actorsToUpdateHealth.emplace(actor);
- }
- }
-}
-
-void BlastFamily::updateAfterSplit(float dt)
-{
- PROFILER_BEGIN("Actor Health Update");
- for (const ExtPxActor* actor : m_actors)
- {
- onActorUpdate(*actor);
-
- // update health if neccessary
- if (m_actorsToUpdateHealth.find(actor) != m_actorsToUpdateHealth.end())
- {
- onActorHealthUpdate(*actor);
- }
- }
- PROFILER_END();
-
- PROFILER_BEGIN("Stress Solver");
- // update stress
- m_stressSolveTime = 0;
- if (m_stressSolver)
- {
- Time t;
- m_stressSolver->update(m_settings.stressDamageEnabled);
- m_stressSolveTime += t.getElapsedSeconds();
- }
- PROFILER_END();
-
- PROFILER_BEGIN("Actor Misc Update");
- onUpdate();
- PROFILER_END();
-
- m_pxFamily->postSplitUpdate();
-}
-
-void BlastFamily::processActorCreated(ExtPxFamily&, ExtPxActor& actor)
-{
- m_totalVisibleChunkCount += actor.getChunkCount();
- m_actors.emplace(&actor);
-
- onActorCreated(actor);
- onActorHealthUpdate(actor);
-}
-
-void BlastFamily::processActorDestroyed(ExtPxFamily&, ExtPxActor& actor)
-{
- m_totalVisibleChunkCount -= actor.getChunkCount();
- m_physXController.notifyRigidDynamicDestroyed(&actor.getPhysXActor());
-
- onActorDestroyed(actor);
-
- m_actors.erase(m_actors.find(&actor));
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Data Helpers
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-uint32_t BlastFamily::getActorCount() const
-{
- return (uint32_t)m_tkFamily->getActorCount();
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// UI
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void BlastFamily::drawUI()
-{
- // Blast Material
- ImGui::Spacing();
- ImGui::Text("Blast Material:");
- ImGui::DragFloat("Health", &m_settings.material.health);
- ImGui::DragFloat("Min Damage Threshold", &m_settings.material.minDamageThreshold, 0.01f, 0.f, m_settings.material.maxDamageThreshold);
- ImGui::DragFloat("Max Damage Threshold", &m_settings.material.maxDamageThreshold, 0.01f, m_settings.material.minDamageThreshold, 1.f);
-
- ImGui::Spacing();
-
- // Stress Solver Settings
- if (ImGui::Checkbox("Stress Solver Enabled", &m_settings.stressSolverEnabled))
- {
- reloadStressSolver();
- }
-
- if (m_settings.stressSolverEnabled)
- {
- // Settings
- bool changed = false;
-
- changed |= ImGui::DragInt("Bond Iterations Per Frame", (int*)&m_settings.stressSolverSettings.bondIterationsPerFrame, 100, 0, 500000);
- changed |= ImGui::DragFloat("Material Hardness", &m_settings.stressSolverSettings.hardness, 10.0f, 0.01f, 100000.0f, "%.2f");
- changed |= ImGui::DragFloat("Stress Linear Factor", &m_settings.stressSolverSettings.stressLinearFactor, 0.01f, 0.0f, 100.0f, "%.2f");
- changed |= ImGui::DragFloat("Stress Angular Factor", &m_settings.stressSolverSettings.stressAngularFactor, 0.01f, 0.0f, 100.0f, "%.2f");
- changed |= ImGui::SliderInt("Graph Reduction Level", (int*)&m_settings.stressSolverSettings.graphReductionLevel, 0, 32);
- if (changed)
- {
- refreshStressSolverSettings();
- }
-
- ImGui::Checkbox("Stress Damage Enabled", &m_settings.stressDamageEnabled);
-
- if (ImGui::Button("Recalculate Stress"))
- {
- resetStress();
- }
- }
-}
-
-void BlastFamily::drawStatsUI()
-{
- ImGui::PushStyleColor(ImGuiCol_Text, ImColor(10, 255, 10, 255));
- if (m_stressSolver)
- {
- const ExtStressSolver& stressSolver = m_stressSolver->getSolver();
- const float errorLinear = stressSolver.getStressErrorLinear();
- const float errorAngular = stressSolver.getStressErrorAngular();
-
- ImGui::Text("Stress Bond Count: %d", stressSolver.getBondCount());
- ImGui::Text("Stress Frame Iter: %d", stressSolver.getIterationsPerFrame());
- ImGui::Text("Stress Frames: %d", stressSolver.getFrameCount());
- ImGui::Text("Stress Error Lin / Ang: %.4f / %.4f", errorLinear, errorAngular);
- ImGui::Text("Stress Solve Time: %.3f ms", m_stressSolveTime * 1000);
-
- // plot errors
- {
- static float scale = 1.0f;
- scale = stressSolver.getFrameCount() <= 1 ? 1.0f : scale;
- scale = std::max<float>(scale, errorLinear);
- scale = std::max<float>(scale, errorAngular);
-
- static PlotLinesInstance<> linearErrorPlot;
- linearErrorPlot.plot("Stress Linear Error", errorLinear, "error/frame", 0.0f, 1.0f * scale);
- static PlotLinesInstance<> angularErrorPlot;
- angularErrorPlot.plot("Stress Angular Error", errorAngular, "error/frame", 0.0f, 1.0f * scale);
- }
- }
- else
- {
- ImGui::Text("No Stress Solver");
- }
- ImGui::PopStyleColor();
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Stress Solver
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void BlastFamily::setSettings(const Settings& settings)
-{
- bool reloadStressSolverNeeded = (m_settings.stressSolverEnabled != settings.stressSolverEnabled);
-
- m_settings = settings;
- refreshStressSolverSettings();
-
- if (reloadStressSolverNeeded)
- {
- reloadStressSolver();
- }
-
- m_tkFamily->setMaterial(&m_settings.material);
- initTransform(m_settings.transform);
- m_initialTransform = m_settings.transform;
-}
-
-void BlastFamily::refreshStressSolverSettings()
-{
- if (m_stressSolver)
- {
- m_stressSolver->getSolver().setSettings(m_settings.stressSolverSettings);
- }
-}
-
-void BlastFamily::resetStress()
-{
- if (m_stressSolver)
- {
- m_stressSolver->getSolver().reset();
- }
-}
-
-void BlastFamily::reloadStressSolver()
-{
- if (m_stressSolver)
- {
- m_stressSolver->release();
- m_stressSolver = nullptr;
- }
-
- if (m_settings.stressSolverEnabled)
- {
- m_stressSolver = ExtPxStressSolver::create(*m_pxFamily, m_settings.stressSolverSettings);
- m_pxFamily->userData = m_stressSolver;
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// debug render
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-const DirectX::XMFLOAT4 BOND_NORMAL_COLOR(0.0f, 0.8f, 1.0f, 1.0f);
-const DirectX::XMFLOAT4 BOND_INVISIBLE_COLOR(0.65f, 0.16f, 0.16f, 1.0f);
-const DirectX::XMFLOAT4 BOND_IMPULSE_LINEAR_COLOR(0.0f, 1.0f, 0.0f, 1.0f);
-const DirectX::XMFLOAT4 BOND_IMPULSE_ANGULAR_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
-const DirectX::XMFLOAT4 JOINT_COLOR(0.5f, 0.6f, 7.0f, 1.0f);
-
-
-inline void pushCentroid(std::vector<PxDebugLine>& lines, PxVec3 pos, PxU32 color, const float& area, const PxVec3& normal)
-{
- // draw square of area 'area' rotated by normal
- {
- // build world rotation
- PxVec3 n0(0, 0, 1);
- PxVec3 n1 = normal;
- PxVec3 axis = n0.cross(n1);
- float d = n0.dot(n1);
- PxQuat q(axis.x, axis.y, axis.z, 1.f + d);
- q.normalize();
- float e = PxSqrt(1.0f / 2.0f);
- float r = PxSqrt(area);
-
- // transform all 4 square points
- PxTransform t(pos, q);
- PxVec3 p0 = t.transform(PxVec3(-e, e, 0) * r);
- PxVec3 p1 = t.transform(PxVec3( e, e, 0) * r);
- PxVec3 p2 = t.transform(PxVec3( e, -e, 0) * r);
- PxVec3 p3 = t.transform(PxVec3(-e, -e, 0) * r);
-
- // push square edges
- lines.push_back(PxDebugLine(p0, p1, color));
- lines.push_back(PxDebugLine(p3, p2, color));
- lines.push_back(PxDebugLine(p1, p2, color));
- lines.push_back(PxDebugLine(p0, p3, color));
- }
-
- // draw normal
- lines.push_back(PxDebugLine(pos, pos + normal * 0.5f, XMFLOAT4ToU32Color(BOND_NORMAL_COLOR)));
-}
-
-inline DirectX::XMFLOAT4 bondHealthColor(float healthFraction)
-{
- const DirectX::XMFLOAT4 BOND_HEALTHY_COLOR(0.0f, 1.0f, 0.0f, 1.0f);
- const DirectX::XMFLOAT4 BOND_MID_COLOR(1.0f, 1.0f, 0.0f, 1.0f);
- const DirectX::XMFLOAT4 BOND_BROKEN_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
-
- return healthFraction < 0.5 ? XMFLOAT4Lerp(BOND_BROKEN_COLOR, BOND_MID_COLOR, 2.0f * healthFraction) : XMFLOAT4Lerp(BOND_MID_COLOR, BOND_HEALTHY_COLOR, 2.0f * healthFraction - 1.0f);
-}
-
-void BlastFamily::fillDebugRender(DebugRenderBuffer& debugRenderBuffer, DebugRenderMode mode, float renderScale)
-{
- const NvBlastChunk* chunks = m_tkFamily->getAsset()->getChunks();
- const NvBlastBond* bonds = m_tkFamily->getAsset()->getBonds();
- const NvBlastSupportGraph graph = m_tkFamily->getAsset()->getGraph();
- const float bondHealthMax = m_blastAsset.getBondHealthMax();
- const uint32_t chunkCount = m_tkFamily->getAsset()->getChunkCount();
-
- for (const ExtPxActor* pxActor : m_actors)
- {
- TkActor& actor = pxActor->getTkActor();
- uint32_t lineStartIndex = (uint32_t)debugRenderBuffer.m_lines.size();
-
- uint32_t nodeCount = actor.getGraphNodeCount();
- if (nodeCount == 0) // subsupport chunks don't have graph nodes
- continue;
-
- std::vector<uint32_t> nodes(nodeCount);
- actor.getGraphNodeIndices(nodes.data(), static_cast<uint32_t>(nodes.size()));
-
- if (DEBUG_RENDER_HEALTH_GRAPH <= mode && mode <= DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS)
- {
- const float* bondHealths = actor.getBondHealths();
-
- const ExtPxChunk* pxChunks = m_blastAsset.getPxAsset()->getChunks();
-
- for (uint32_t node0 : nodes)
- {
- const uint32_t chunkIndex0 = graph.chunkIndices[node0];
- const NvBlastChunk& blastChunk0 = chunks[chunkIndex0];
- const ExtPxChunk& assetChunk0 = pxChunks[chunkIndex0];
-
- for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++)
- {
- uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex];
- const uint32_t chunkIndex1 = graph.chunkIndices[node1];
- const NvBlastChunk& blastChunk1 = chunks[chunkIndex1];
- const ExtPxChunk& assetChunk1 = pxChunks[chunkIndex1];
- if (node0 > node1)
- continue;
-
- bool invisibleBond = chunkIndex0 >= chunkCount || chunkIndex1 >= chunkCount || assetChunk0.subchunkCount == 0 || assetChunk1.subchunkCount == 0;
-
- // health
- uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex];
- float healthVal = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f);
-
- DirectX::XMFLOAT4 color = bondHealthColor(healthVal);
-
- const NvBlastBond& solverBond = bonds[bondIndex];
- const PxVec3& centroid = reinterpret_cast<const PxVec3&>(solverBond.centroid);
-
- // centroid
- if (mode == DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS || mode == DEBUG_RENDER_CENTROIDS)
- {
- const PxVec3& normal = reinterpret_cast<const PxVec3&>(solverBond.normal);
- pushCentroid(debugRenderBuffer.m_lines, centroid, XMFLOAT4ToU32Color(invisibleBond ? BOND_INVISIBLE_COLOR : color), solverBond.area, normal.getNormalized());
- }
-
- // chunk connection (bond)
- if ((mode == DEBUG_RENDER_HEALTH_GRAPH || mode == DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS) && !invisibleBond)
- {
- const PxVec3& c0 = reinterpret_cast<const PxVec3&>(blastChunk0.centroid);
- const PxVec3& c1 = reinterpret_cast<const PxVec3&>(blastChunk1.centroid);
- debugRenderBuffer.m_lines.push_back(PxDebugLine(c0, c1, XMFLOAT4ToU32Color(color)));
- }
- }
- }
- }
-
- // stress
- if (DEBUG_RENDER_STRESS_GRAPH <= mode && mode <= DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES)
- {
- if (m_stressSolver)
- {
- const auto buffer = m_stressSolver->getSolver().fillDebugRender(nodes.data(), (uint32_t)nodes.size(), (ExtStressSolver::DebugRenderMode)(mode - DEBUG_RENDER_STRESS_GRAPH), renderScale);
- if (buffer.lineCount)
- {
- const auto lines = reinterpret_cast<const PxDebugLine*>(buffer.lines);
- debugRenderBuffer.m_lines.insert(debugRenderBuffer.m_lines.end(), lines, lines + buffer.lineCount);
- }
- }
- }
-
- // transform all added lines from local to global
- PxTransform localToGlobal = pxActor->getPhysXActor().getGlobalPose();
- for (uint32_t i = lineStartIndex; i < debugRenderBuffer.m_lines.size(); i++)
- {
- PxDebugLine& line = debugRenderBuffer.m_lines[i];
- line.pos0 = localToGlobal.transform(line.pos0);
- line.pos1 = localToGlobal.transform(line.pos1);
- }
- }
-
- // joints debug render
- if (mode == DEBUG_RENDER_JOINTS)
- {
- for (const ExtPxActor* pxActor : m_actors)
- {
- TkActor& actor = pxActor->getTkActor();
- const uint32_t jointCount = actor.getJointCount();
- if (jointCount > 0)
- {
- std::vector<TkJoint*> joints(jointCount);
- actor.getJoints(joints.data(), jointCount);
- for (auto joint : joints)
- {
- PxJoint* pxJoint = reinterpret_cast<PxJoint*>(joint->userData);
- if (pxJoint)
- {
- PxRigidActor *actor0, *actor1;
- pxJoint->getActors(actor0, actor1);
- auto lp0 = pxJoint->getLocalPose(PxJointActorIndex::eACTOR0);
- auto lp1 = pxJoint->getLocalPose(PxJointActorIndex::eACTOR1);
- PxVec3 p0 = actor0 ? actor0->getGlobalPose().transform(lp0).p : lp0.p;
- PxVec3 p1 = actor1 ? actor1->getGlobalPose().transform(lp1).p : lp1.p;
- debugRenderBuffer.m_lines.push_back(PxDebugLine(p0, p1, XMFLOAT4ToU32Color(JOINT_COLOR)));
- }
- }
- }
- }
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// action!!!
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-class BlastOverlapCallback : public PxOverlapCallback
-{
-public:
- BlastOverlapCallback(ExtPxManager& pxManager, std::set<ExtPxActor*>& actorBuffer)
- : m_pxManager(pxManager), m_actorBuffer(actorBuffer), PxOverlapCallback(m_hitBuffer, sizeof(m_hitBuffer) / sizeof(m_hitBuffer[0])) {}
-
- PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits)
- {
- for (PxU32 i = 0; i < nbHits; ++i)
- {
- PxRigidDynamic* rigidDynamic = buffer[i].actor->is<PxRigidDynamic>();
- if (rigidDynamic)
- {
- ExtPxActor* actor = m_pxManager.getActorFromPhysXActor(*rigidDynamic);
- if (actor != nullptr)
- {
- m_actorBuffer.insert(actor);
- }
- }
- }
- return true;
- }
-
-private:
- ExtPxManager& m_pxManager;
- std::set<ExtPxActor*>& m_actorBuffer;
- PxOverlapHit m_hitBuffer[1000];
-};
-
-bool BlastFamily::overlap(const PxGeometry& geometry, const PxTransform& pose, std::function<void(ExtPxActor*)> hitCall)
-{
-// Add By Lixu Begin
- /*
- const ExtPxAsset* pExtPxAsset = m_blastAsset.getPxAsset();
- const TkAsset& tkAsset = pExtPxAsset->getTkAsset();
- uint32_t bondCount = tkAsset.getBondCount();
- if (bondCount == 0)
- {
- return false;
- }
- */
-// Add By Lixu End
-
- std::set<ExtPxActor*> actorsToDamage;
-#if 1
- BlastOverlapCallback overlapCallback(m_pxManager, actorsToDamage);
- m_physXController.getPhysXScene().overlap(geometry, pose, overlapCallback);
-#else
- for (std::map<NvBlastActor*, PhysXController::Actor*>::iterator it = m_actorsMap.begin(); it != m_actorsMap.end(); it++)
- {
- actorsToDamage.insert(it->first);
- }
-#endif
-
- for (auto actor : actorsToDamage)
- {
- hitCall(actor);
- }
-
- return !actorsToDamage.empty();
-}
-
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamily.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamily.h
deleted file mode 100644
index 9978f20..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamily.h
+++ /dev/null
@@ -1,262 +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.
-
-
-#ifndef BLAST_FAMILY_H
-#define BLAST_FAMILY_H
-
-#include "BlastAsset.h"
-#include "NvBlastExtPxListener.h"
-#include "NvBlastExtPxStressSolver.h"
-#include "NvBlastExtDamageShaders.h"
-#include <functional>
-#include <set>
-#include <map>
-
-
-class DebugRenderBuffer;
-// Add By Lixu Begin
-class RenderMaterial;
-namespace physx
-{
- class PxActor;
-}
-using namespace physx;
-// Add By Lixu End
-
-namespace Nv
-{
-namespace Blast
-{
-class TkFamily;
-class ExtPxManager;
-}
-}
-
-namespace physx
-{
-class PxGeometry;
-class PxTransform;
-}
-
-
-
-/**
-BlastFamily class represents 1 spawned BlastAsset, contains and manipulates all physx/blast actors spawned by fracturing it.
-Abstract class, internal actor management functions are implementation dependent and so pure virtual.
-*/
-class BlastFamily
-{
-public:
-
- //////// public API ////////
-
- bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function<void(ExtPxActor*)> hitCall);
-
- void updatePreSplit(float dt);
- void updateAfterSplit(float dt);
-
- void drawUI();
- void drawStatsUI();
-
-// Add By Lixu Begin
- virtual bool find(const PxActor& actor) { return false; }
- virtual void updateActorRenderableTransform(const PxActor& actor, PxTransform& pos, bool local) {}
- virtual uint32_t getChunkIndexByPxActor(const PxActor& actor) { return -1; }
- virtual bool getPxActorByChunkIndex(uint32_t chunkIndex, PxActor** ppActor) { return false; }
- virtual void setActorSelected(const PxActor& actor, bool selected) {}
- virtual bool isActorSelected(const PxActor& actor) { return false; }
- virtual void setActorVisible(const PxActor& actor, bool visible) {}
- virtual bool isActorVisible(const PxActor& actor) { return false; }
- virtual std::vector<uint32_t> getSelectedChunks() { return std::vector<uint32_t>(); }
- virtual void clearChunksSelected() {}
- virtual void setChunkSelected(uint32_t chunk, bool selected) {}
- virtual void setChunkSelected(std::vector<uint32_t> depths, bool selected) {}
- virtual bool isChunkSelected(uint32_t chunk) { return false; }
- virtual void setActorScale(const PxActor& actor, PxMat44& scale, bool replace) {}
- virtual bool isChunkVisible(uint32_t chunkIndex) { return false; }
- virtual void setChunkVisible(uint32_t chunkIndex, bool bVisible) {}
- virtual void setChunkVisible(std::vector<uint32_t> depths, bool bVisible) {}
- virtual void initTransform(physx::PxTransform t) { m_settings.transform = t; }
- std::map<uint32_t, bool>& getVisibleChangedChunks() { return m_VisibleChangedChunks; }
- void clearVisibleChangedChunks() { m_VisibleChangedChunks.clear(); }
- virtual void getMaterial(RenderMaterial** ppRenderMaterial, bool externalSurface) {}
- virtual void setMaterial(RenderMaterial* pRenderMaterial, bool externalSurface) {}
- virtual void highlightChunks() {}
-// Add By Lixu End
-
- enum DebugRenderMode
- {
- DEBUG_RENDER_DISABLED,
- DEBUG_RENDER_HEALTH_GRAPH,
- DEBUG_RENDER_CENTROIDS,
- DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS,
- DEBUG_RENDER_JOINTS,
- DEBUG_RENDER_STRESS_GRAPH,
- DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES,
- DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES,
-
- // count
- DEBUG_RENDER_MODES_COUNT
- };
-
- void fillDebugRender(DebugRenderBuffer& debugRenderBuffer, DebugRenderMode mode, float renderScale);
-
-
- //////// public getters ////////
-
- const ExtPxFamily* getFamily() const
- {
- return m_pxFamily;
- }
-
- uint32_t getActorCount() const;
-
- uint32_t getTotalVisibleChunkCount() const
- {
- return m_totalVisibleChunkCount;
- }
-
- size_t getFamilySize() const
- {
- return m_familySize;
- }
-
- const BlastAsset& getBlastAsset()
- {
- return m_blastAsset;
- }
-
- void resetStress();
-
- void refreshStressSolverSettings();
-
- void reloadStressSolver();
-
-
- //////// settings ////////
-
- struct Settings
- {
- bool stressSolverEnabled;
- ExtStressSolverSettings stressSolverSettings;
- bool stressDamageEnabled;
- NvBlastExtMaterial material;
- physx::PxTransform transform;
- };
-
- void setSettings(const Settings& settings);
-
- const Settings& getSettings() const
- {
- return m_settings;
- }
-
-
- //////// dtor ////////
-
- virtual ~BlastFamily();
- int mUniqueId;
-
-protected:
-
- //////// ctor ////////
-
- BlastFamily(PhysXController& physXController, ExtPxManager& pxManager, const BlastAsset& blastAsset);
-
- void initialize(const BlastAsset::ActorDesc& desc);
-
-
- //////// internal virtual callbacks ////////
-
- virtual void onActorCreated(const ExtPxActor& actor) = 0;
- virtual void onActorUpdate(const ExtPxActor& actor) = 0;
- virtual void onActorDestroyed(const ExtPxActor& actor) = 0;
- virtual void onActorHealthUpdate(const ExtPxActor& pxActor) {};
-
- virtual void onUpdate() {}
-
-
- //////// protected data ////////
-
- PhysXController& m_physXController;
- ExtPxManager& m_pxManager;
- const BlastAsset& m_blastAsset;
- std::map<uint32_t, bool> m_VisibleChangedChunks;
-
-private:
-
- //////// physics listener ////////
-
- class PxManagerListener : public ExtPxListener
- {
- public:
- PxManagerListener(BlastFamily* family) : m_family(family) {}
-
- virtual void onActorCreated(ExtPxFamily& family, ExtPxActor& actor)
- {
- m_family->processActorCreated(family, actor);
-
- }
-
- virtual void onActorDestroyed(ExtPxFamily& family, ExtPxActor& actor)
- {
- m_family->processActorDestroyed(family, actor);
- }
- private:
- BlastFamily* m_family;
- };
-
- friend class PxManagerListener;
-
- //////// private methods ////////
-
- void processActorCreated(ExtPxFamily&, ExtPxActor& actor);
- void processActorDestroyed(ExtPxFamily&, ExtPxActor& actor);
-
-
- //////// private data ////////
-
- TkFamily* m_tkFamily;
- ExtPxFamily* m_pxFamily;
- PxManagerListener m_listener;
- Settings m_settings;
- PxTransform m_initialTransform;
- bool m_spawned;
- size_t m_familySize;
- uint32_t m_totalVisibleChunkCount;
- ExtPxStressSolver* m_stressSolver;
- double m_stressSolveTime;
- std::set<const ExtPxActor*> m_actorsToUpdateHealth;
- // Add By Lixu Begin
-protected:
- std::set<ExtPxActor*> m_actors;
- // Add By Lixu End
-};
-
-
-#endif //BLAST_FAMILY_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyBoxes.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyBoxes.cpp
deleted file mode 100644
index 7011612..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyBoxes.cpp
+++ /dev/null
@@ -1,109 +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 "BlastFamilyBoxes.h"
-#include "NvBlastExtPxAsset.h"
-#include "NvBlastExtPxActor.h"
-#include "BlastAssetBoxes.h"
-#include "Renderer.h"
-#include "PhysXController.h"
-#include "RenderUtils.h"
-#include "PxRigidDynamic.h"
-
-using namespace physx;
-
-
-BlastFamilyBoxes::BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc)
- : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer)
-{
- // prepare renderables
- IRenderMesh* boxRenderMesh = renderer.getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box);
- RenderMaterial* primitiveRenderMaterial = physXController.getPrimitiveRenderMaterial();
-
- const ExtPxAsset* pxAsset = m_blastAsset.getPxAsset();
- const uint32_t chunkCount = pxAsset->getChunkCount();
- const ExtPxChunk* chunks = pxAsset->getChunks();
- const ExtPxSubchunk* subChunks = pxAsset->getSubchunks();
- m_chunkRenderables.resize(chunkCount);
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- Renderable* renderable = renderer.createRenderable(*boxRenderMesh, *primitiveRenderMaterial);
- renderable->setHidden(true);
- renderable->setScale(subChunks[chunks[i].firstSubchunkIndex].geometry.scale.scale);
- m_chunkRenderables[i] = renderable;
- }
-
- // initialize in position
- initialize(desc);
-}
-
-BlastFamilyBoxes::~BlastFamilyBoxes()
-{
- for (uint32_t i = 0; i < m_chunkRenderables.size(); i++)
- {
- m_renderer.removeRenderable(m_chunkRenderables[i]);
- }
-}
-
-void BlastFamilyBoxes::onActorCreated(const ExtPxActor& actor)
-{
- DirectX::XMFLOAT4 color = getRandomPastelColor();
-
- const uint32_t* chunkIndices = actor.getChunkIndices();
- uint32_t chunkCount = actor.getChunkCount();
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- const uint32_t chunkIndex = chunkIndices[i];
- m_chunkRenderables[chunkIndex]->setHidden(false);
- m_chunkRenderables[chunkIndex]->setColor(color);
- }
-}
-
-void BlastFamilyBoxes::onActorUpdate(const ExtPxActor& actor)
-{
- const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks();
- const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks();
- const uint32_t* chunkIndices = actor.getChunkIndices();
- uint32_t chunkCount = actor.getChunkCount();
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- const uint32_t chunkIndex = chunkIndices[i];
- m_chunkRenderables[chunkIndex]->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform);
- }
-}
-
-void BlastFamilyBoxes::onActorDestroyed(const ExtPxActor& actor)
-{
- const uint32_t* chunkIndices = actor.getChunkIndices();
- uint32_t chunkCount = actor.getChunkCount();
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- m_chunkRenderables[chunkIndices[i]]->setHidden(true);
- }
-
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyBoxes.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyBoxes.h
deleted file mode 100644
index b67ec31..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyBoxes.h
+++ /dev/null
@@ -1,55 +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.
-
-
-#ifndef BLAST_FAMILY_BOXES
-#define BLAST_FAMILY_BOXES
-
-#include "BlastFamily.h"
-
-class BlastAssetBoxes;
-class Renderable;
-
-
-class BlastFamilyBoxes : public BlastFamily
-{
-public:
- BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc);
- virtual ~BlastFamilyBoxes();
-
-protected:
- virtual void onActorCreated(const ExtPxActor& actor);
- virtual void onActorUpdate(const ExtPxActor& actor);
- virtual void onActorDestroyed(const ExtPxActor& actor);
-
-private:
- Renderer& m_renderer;
- std::vector<Renderable*> m_chunkRenderables;
-};
-
-
-#endif //BLAST_FAMILY_BOXES \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSimple.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSimple.cpp
deleted file mode 100644
index 4ca8b87..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSimple.cpp
+++ /dev/null
@@ -1,1071 +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 "BlastFamilyModelSimple.h"
-#include "RenderUtils.h"
-#include "DeviceManager.h"
-#include "Renderer.h"
-#include "NvBlastExtPxAsset.h"
-#include "NvBlastExtPxActor.h"
-#include "NvBlastTkActor.h"
-#include "NvBlastTkAsset.h"
-#include "PxRigidDynamic.h"
-#include "MaterialLibraryPanel.h"
-
-// Add By Lixu Begin
-#include "NvBlastExtPxManager.h"
-#include "SceneController.h"
-#include "PhysXController.h"
-#include "SampleManager.h"
-#include "BlastModel.h"
-#include "PxPhysics.h"
-#include "PxScene.h"
-#include "GizmoToolController.h"
-// Add By Lixu End
-
-using namespace physx;
-
-#include "ViewerOutput.h"
-// print out all shapes for debug purpose. check actor/shape releasing.
-void PrintActors(PhysXController& physXController)
-{
- PxPhysics& physx = physXController.getPhysics();
- static int convexNum = 0, shapeNum = 0;
- int convexNumNew = physx.getNbConvexMeshes();
- int shapeNumNew = physx.getNbShapes();
- if (shapeNum != shapeNumNew && shapeNumNew > 0)
- {
- // print shapes
- std::vector<PxShape*> shapes(shapeNumNew);
- physx.getShapes(shapes.data(), shapeNumNew);
- shapeNum = shapeNumNew;
- for (PxU32 u = 0; u < shapeNumNew; ++u)
- {
- PxShape& shape = *shapes[u];
- PxRigidActor* pActor = shape.getActor();
- const char* pName = pActor ? pActor->getName() : nullptr;
- char buf[256];
- if (pName)
- {
- sprintf(buf, "Actor %x shape %x %s", pActor, &shape, pName);
- }
- else
- {
- sprintf(buf, "Actor %x shape %x", pActor, &shape);
- }
- viewer_msg(buf);
- }
- }
-}
-
-// only modify unfractured mode mesh
-void modifyModelByLocalWay(BlastModel& model, PxTransform& gp_old, PxTransform& gp_new)
-{
- BlastModel::Chunk& chunk = model.chunks[0];//unfracture model only has one chunk
-
- std::vector<BlastModel::Chunk::Mesh>& meshes = chunk.meshes;
- int meshSize = meshes.size();
-
- if (meshSize == 0)
- {
- return;
- }
-
- PxTransform gp_newInv = gp_new.getInverse();
- for (int ms = 0; ms < meshSize; ms++)
- {
- BlastModel::Chunk::Mesh& mesh = meshes[ms];
- SimpleMesh& simpleMesh = mesh.mesh;
- std::vector<SimpleMesh::Vertex>& vertices = simpleMesh.vertices;
-
- int NumVertices = vertices.size();
- for (uint32_t i = 0; i < NumVertices; ++i)
- {
- PxTransform v_old(vertices[i].position);
- PxTransform v_new = gp_newInv * gp_old * v_old;
- physx::PxVec3 pos = v_new.p;
-
- SimpleMesh::Vertex& vertex = vertices[i];
- vertex.position.x = pos.x;
- vertex.position.y = pos.y;
- vertex.position.z = pos.z;
- }
- }
-}
-
-
-void scaleModel(BlastModel& model, PxMat44& scale)
-{
- BlastModel::Chunk& chunk = model.chunks[0];//unfracture model only has one chunk
-
- std::vector<BlastModel::Chunk::Mesh>& meshes = chunk.meshes;
- int meshSize = meshes.size();
-
- if (meshSize == 0)
- {
- return;
- }
-
- for (int ms = 0; ms < meshSize; ms++)
- {
- BlastModel::Chunk::Mesh& mesh = meshes[ms];
- SimpleMesh& simpleMesh = mesh.mesh;
- std::vector<SimpleMesh::Vertex>& vertices = simpleMesh.vertices;
-
- int NumVertices = vertices.size();
- for (uint32_t i = 0; i < NumVertices; ++i)
- {
- SimpleMesh::Vertex& vertex = vertices[i];
- physx::PxVec3 pos = scale.transform(vertices[i].position);
-
- vertex.position.x = pos.x;
- vertex.position.y = pos.y;
- vertex.position.z = pos.z;
- }
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// SimpleRenderMesh
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-class SimpleRenderMesh : public IRenderMesh
-{
-public:
- SimpleRenderMesh(const SimpleMesh* mesh, int renderableId) : m_mesh(mesh)
- {
- mUniqueId = renderableId;
-
- m_device = GetDeviceManager()->GetDevice();
-
- m_inputDesc.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- m_inputDesc.push_back({ "VERTEX_NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- m_inputDesc.push_back({ "FACE_NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- m_inputDesc.push_back({ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 36, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- m_inputDesc.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
-
- m_numVertices = static_cast<uint32_t>(mesh->vertices.size());
- m_numFaces = static_cast<uint32_t>(mesh->indices.size());
-
- // VB
- {
- D3D11_SUBRESOURCE_DATA vertexBufferData;
- ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
- vertexBufferData.pSysMem = mesh->vertices.data();
-
- D3D11_BUFFER_DESC bufferDesc;
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices;
- bufferDesc.CPUAccessFlags = 0;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
-
- V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer));
- }
-
- // Health Buffer
- {
- // fill with 1.0f initially
- std::vector<float> healths(mesh->vertices.size());
- std::fill(healths.begin(), healths.end(), 1.0f);
-
- D3D11_SUBRESOURCE_DATA vertexBufferData;
- ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
- vertexBufferData.pSysMem = healths.data();
-
- D3D11_BUFFER_DESC bufferDesc;
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices);
- bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
-
- V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer));
- }
-
- // IB
- if (m_numFaces)
- {
- D3D11_SUBRESOURCE_DATA indexBufferData;
-
- ZeroMemory(&indexBufferData, sizeof(indexBufferData));
- indexBufferData.pSysMem = mesh->indices.data();
-
- D3D11_BUFFER_DESC bufferDesc;
-
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- bufferDesc.ByteWidth = sizeof(uint16_t) * m_numFaces;
- bufferDesc.CPUAccessFlags = 0;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
-
- V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer));
- }
- }
-
- ~SimpleRenderMesh()
- {
- SAFE_RELEASE(m_healthBuffer);
- SAFE_RELEASE(m_vertexBuffer);
- SAFE_RELEASE(m_indexBuffer);
- }
-
-
- void render(ID3D11DeviceContext& context) const
- {
- context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
-
- UINT strides[2] = { sizeof(SimpleMesh::Vertex), sizeof(float) };
- UINT offsets[2] = { 0 };
- ID3D11Buffer* buffers[2] = { m_vertexBuffer, m_healthBuffer };
- context.IASetVertexBuffers(0, 2, buffers, strides, offsets);
-
-
- context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
-
- if (m_indexBuffer)
- context.DrawIndexed(m_numFaces, 0, 0);
- else
- context.Draw(m_numVertices, 0);
- }
-
- const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; }
-
- const SimpleMesh* getMesh() { return m_mesh; }
-
- void updateHealths(const std::vector<float>& healths)
- {
- ID3D11DeviceContext* context;
- m_device->GetImmediateContext(&context);
-
- // update buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedRead;
- V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
- memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size());
- context->Unmap(m_healthBuffer, 0);
- }
-
- }
-
-// Add By Lixu Begin
- void setScale(PxMat44 scale, bool replace)
- {
- std::vector<SimpleMesh::Vertex> newVertex(m_numVertices);
- for (int v = 0; v < m_numVertices; v++)
- {
- newVertex[v] = m_mesh->vertices[v];
- newVertex[v].position = scale.transform(newVertex[v].position);
- }
-
- D3D11_SUBRESOURCE_DATA vertexBufferData;
- ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
- vertexBufferData.pSysMem = newVertex.data();
-
- D3D11_BUFFER_DESC bufferDesc;
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices;
- bufferDesc.CPUAccessFlags = 0;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
-
- ID3D11Buffer* pBuffer = m_vertexBuffer;
- V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer));
- if (NULL != pBuffer)
- {
- pBuffer->Release();
- pBuffer = NULL;
- }
-
- if (replace)
- {
- memcpy((void*)m_mesh->vertices.data(), newVertex.data(), bufferDesc.ByteWidth);
- }
- }
-// Add By Lixu End
-
-private:
-
- ID3D11Device* m_device;
-
- ID3D11Buffer* m_vertexBuffer;
- ID3D11Buffer* m_healthBuffer;
- ID3D11Buffer* m_indexBuffer;
- uint32_t m_numFaces;
- uint32_t m_numVertices;
-
- std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc;
-
- const SimpleMesh* m_mesh;
-};
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// BlastFamilyModelSimple
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc)
- : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer)
-{
- // Add By Lixu Begin
- SampleManager* pSampleManager = SampleManager::ins();
- std::map<BlastAsset*, std::vector<BlastFamily*>>& AssetFamiliesMap = pSampleManager->getAssetFamiliesMap();
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = pSampleManager->getAssetDescMap();
-
- BlastAsset* pBlastAsset = (BlastAsset*)&getBlastAsset();
- AssetFamiliesMap[pBlastAsset].push_back(this);
-
- AssetList::ModelAsset& m = AssetDescMap[pBlastAsset];
- // Add By Lixu End
-
- // materials
- auto materials = blastAsset.getRenderMaterials();
-
- // model
- const BlastModel& model = blastAsset.getModel();
-
- // create render mesh for every BlastModel::Chunk::Mesh and renderable with it
- const std::vector<BlastModel::Chunk>& modelChunks = model.chunks;
- m_chunks.resize(modelChunks.size());
- for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++)
- {
- const std::vector<BlastModel::Chunk::Mesh>& meshes = modelChunks[chunkIndex].meshes;
- std::vector<SimpleRenderMesh*>& renderMeshes = m_chunks[chunkIndex].renderMeshes;
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
-// Add By Lixu Begin
- std::vector<Renderable*>& ex_Renderables = m_chunks[chunkIndex].ex_Renderables;
- ex_Renderables.clear();
- std::vector<Renderable*>& in_Renderables = m_chunks[chunkIndex].in_Renderables;
- in_Renderables.clear();
-
- PxActor* actor = pSampleManager->getPhysXController().createEditPhysXActor(meshes, desc.transform);
- m_editActorChunkMap.insert(std::make_pair(actor, chunkIndex));
- m_chunkEditActorMap.insert(std::make_pair(chunkIndex, actor));
-// Add By Lixu End
- renderMeshes.resize(meshes.size());
- renderables.resize(meshes.size());
-
- int renderableId = Renderable::getRenderableId(mUniqueId, chunkIndex);
-
- for (uint32_t i = 0; i < meshes.size(); i++)
- {
- renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh, renderableId);
-
- uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex;
-
- RenderMaterial* pRenderMaterial = pSampleManager->getRenderMaterial(materials[materialIndex]);
-
- Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *pRenderMaterial);
- renderable->setHidden(!_getBPPChunkVisible(chunkIndex));
- renderables[i] = renderable;
-// Add By Lixu Begin
- if (materialIndex == 0)
- {
- ex_Renderables.push_back(renderable);
- }
- else if (materialIndex == 1)
- {
- in_Renderables.push_back(renderable);
- }
-// Add By Lixu End
- }
- }
-
-// Add By Lixu Begin
- initTransform(desc.transform);
-// Add By Lixu End
-
- // initialize in position
- initialize(desc);
-}
-
-BlastFamilyModelSimple::~BlastFamilyModelSimple()
-{
-// Add By Lixu Begin
- // remove from AssetFamiliesMap
- SampleManager* pSampleManager = SampleManager::ins();
- std::map<BlastAsset*, std::vector<BlastFamily*>>& AssetFamiliesMap = pSampleManager->getAssetFamiliesMap();
- BlastAsset* pBlastAsset = (BlastAsset*)&getBlastAsset();
- std::vector<BlastFamily*>& families = AssetFamiliesMap[pBlastAsset];
- std::vector<BlastFamily*>::iterator itBF;
- for (itBF = families.begin(); itBF != families.end(); itBF++)
- {
- if ((*itBF) == this)
- {
- families.erase(itBF);
- break;
- }
- }
- if (families.size() == 0)
- {
- AssetFamiliesMap.erase(AssetFamiliesMap.find(pBlastAsset));
- }
-
- // disconnect the material and relative renderable
- const BlastAssetModelSimple& blastAsset = *(BlastAssetModelSimple*)&m_blastAsset;
- const std::vector<std::string>& materials = blastAsset.getRenderMaterials();
- int materialSize = materials.size();
- for (int ms = 0; ms < materialSize; ms++)
- {
- RenderMaterial* pRenderMaterial = pSampleManager->getRenderMaterial(materials[ms]);
- pRenderMaterial->clearRelatedRenderables();
- }
-
- // remove physx actor for edit mode
- PxScene& editScene = pSampleManager->getPhysXController().getEditPhysXScene();
-
- for (std::map<PxActor*, uint32_t>::iterator itr = m_editActorChunkMap.begin(); itr != m_editActorChunkMap.end(); ++itr)
- {
- editScene.removeActor(*(itr->first));
- PxRigidDynamic* rigidDynamic = (itr->first)->is<PxRigidDynamic>();
- if (rigidDynamic == nullptr)
- {
- itr->first->release();
- continue;
- }
-
- PxU32 shapeCount = rigidDynamic->getNbShapes();
- std::vector<PxShape*> shapes;
- shapes.resize(shapeCount);
- rigidDynamic->getShapes(shapes.data(), shapeCount);
- for (PxU32 u = 0; u < shapeCount; ++u)
- {
- PxShape& shape = *shapes[u];
- rigidDynamic->detachShape(shape);
- PxConvexMeshGeometry geometry;
- shape.getConvexMeshGeometry(geometry);
- geometry.convexMesh->release();
- shape.release();
- }
-
- rigidDynamic->release();
- }
-// Add By Lixu End
-
- // release all chunks
- for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++)
- {
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++)
- {
- m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]);
- SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]);
- }
- }
- // Add By Lixu Begin
- //PrintActors(SampleManager::ins()->getPhysXController());
- // Add By Lixu End
-}
-
-void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor)
-{
- // separate color for every material
- std::vector<DirectX::XMFLOAT4> colors;
-
- const uint32_t* chunkIndices = actor.getChunkIndices();
- uint32_t chunkCount = actor.getChunkCount();
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- uint32_t chunkIndex = chunkIndices[i];
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (uint32_t r = 0; r < renderables.size(); r++)
- {
- if (colors.size() <= r)
- colors.push_back(getRandomPastelColor());
- if (SampleManager::ins()->IsSimulating())
- {
- renderables[r]->setHidden(false);
- }
- else
- {
- renderables[r]->setHidden(!_getBPPChunkVisible(chunkIndex));
- }
-// renderables[r]->setColor(colors[r]);
-
- m_VisibleChangedChunks[chunkIndex] = true;
- }
- }
-}
-
-void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor)
-{
-// Add By Lixu Begin
- if (!SampleManager::ins()->IsSimulating())
- return;
-
- uint32_t shapesCount = actor.getPhysXActor().getNbShapes();
- PxTransform lp;
- if (shapesCount > 0)
- {
- std::vector<PxShape*> shapes(shapesCount);
- actor.getPhysXActor().getShapes(&shapes[0], shapesCount);
- PxShape* shape = shapes[0];
- lp = shape->getLocalPose();
- }
-// Add By Lixu End
-
- const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks();
- const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks();
- const uint32_t* chunkIndices = actor.getChunkIndices();
- uint32_t chunkCount = actor.getChunkCount();
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- uint32_t chunkIndex = chunkIndices[i];
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
-// Add By Lixu Begin
- r->setTransform(actor.getPhysXActor().getGlobalPose() * lp * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform);
-// Add By Lixu End
- }
-
- // Add By Lixu Begin
- PxActor* editActor = m_chunkEditActorMap[chunkIndex];
- PxRigidDynamic* rigidDynamic = editActor->is<PxRigidDynamic>();
- rigidDynamic->setGlobalPose(actor.getPhysXActor().getGlobalPose() * lp * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform);
- // Add By Lixu End
- }
-}
-
-void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor)
-{
- const uint32_t* chunkIndices = actor.getChunkIndices();
- uint32_t chunkCount = actor.getChunkCount();
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- uint32_t chunkIndex = chunkIndices[i];
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
- r->setHidden(true);
-
- m_VisibleChangedChunks[chunkIndex] = false;
- }
- }
-}
-
-void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor)
-{
- TkActor& tkActor = actor.getTkActor();
- const TkAsset* tkAsset = tkActor.getAsset();
-
- const float* bondHealths = tkActor.getBondHealths();
- uint32_t nodeCount = tkActor.getGraphNodeCount();
- if (nodeCount == 0) // subsupport chunks don't have graph nodes
- return;
-
- std::vector<uint32_t> nodes(tkActor.getGraphNodeCount());
- tkActor.getGraphNodeIndices(nodes.data(), static_cast<uint32_t>(nodes.size()));
-
- const NvBlastChunk* chunks = tkAsset->getChunks();
- const NvBlastBond* bonds = tkAsset->getBonds();
-
- const NvBlastSupportGraph graph = tkAsset->getGraph();
- const float bondHealthMax = m_blastAsset.getBondHealthMax();
-
- std::vector<float> healthBuffer;
-
- for (uint32_t node0 : nodes)
- {
- uint32_t chunkIndex = graph.chunkIndices[node0];
-
- if (chunkIndex >= m_chunks.size())
- continue;
-
- std::vector<SimpleRenderMesh*>& meshes = m_chunks[chunkIndex].renderMeshes;
- const auto& renderables = m_chunks[chunkIndex].renderables;
- for (uint32_t i = 0; i < meshes.size(); ++i)
- {
- if(renderables[i]->isHidden())
- continue;
-
- SimpleRenderMesh* renderMesh = meshes[i];
-
- const SimpleMesh* mesh = renderMesh->getMesh();
- healthBuffer.resize(mesh->vertices.size());
-
- for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++)
- {
- PxVec3 position = mesh->vertices[vertexIndex].position;
- float health = 0.0f;
- float healthDenom = 0.0f;
-
- for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++)
- {
- uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex];
- uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex];
- float bondHealth = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f);
- const NvBlastBond& solverBond = bonds[bondIndex];
- const PxVec3& centroid = reinterpret_cast<const PxVec3&>(solverBond.centroid);
-
- float factor = 1.0f / (centroid - position).magnitudeSquared();
-
- health += bondHealth * factor;
- healthDenom += factor;
- }
-
- healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f;
- }
-
- renderMesh->updateHealths(healthBuffer);
- }
- }
-}
-
-// Add By Lixu Begin
-bool BlastFamilyModelSimple::find(const PxActor& actor)
-{
- return -1 != getChunkIndexByPxActor(actor);
-}
-
-void BlastFamilyModelSimple::updateActorRenderableTransform(const PxActor& actor, PxTransform& pos, bool local)
-{
- uint32_t chunkIndex = getChunkIndexByPxActor(actor);
- if (-1 == chunkIndex)
- return;
-
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
- if (!local)
- {
- r->setTransform(pos);
-
- // in edit mode, if change root chunk's orientation in edit physx scene, also change root physx actor in blast physx scene
- if (0 == chunkIndex && !SampleManager::ins()->IsSimulating())
- {
- (*m_actors.begin())->getPhysXActor().setGlobalPose(pos);
- }
- }
- else
- {
- if (0 == chunkIndex)
- {
- PxActor& blastActor = (*m_actors.begin())->getPhysXActor();
- PxRigidDynamic* rigidDynamic = blastActor.is<PxRigidDynamic>();
- if (NULL != rigidDynamic)
- {
- PxTransform gp_new = pos;
- PxTransform gp_old = rigidDynamic->getGlobalPose();
- rigidDynamic->setGlobalPose(pos);
- PxScene& pxScene = SampleManager::ins()->getPhysXController().getPhysXScene();
- modifyPxActorByLocalWay(pxScene, *rigidDynamic, gp_old, gp_new);
- const BlastModel& model = dynamic_cast<BlastAssetModelSimple*>(const_cast<BlastAsset*>(&m_blastAsset))->getModel();
- // update model mesh
- modifyModelByLocalWay(*(const_cast<BlastModel*>(&model)), gp_old, gp_new);
- // update blast asset instance's transform
- BPPAssetInstance* assetInstance = SampleManager::ins()->getInstanceByFamily(this);
- assetInstance->transform.position = nvidia::NvVec3(gp_new.p.x, gp_new.p.y, gp_new.p.z);
- assetInstance->transform.rotation = nvidia::NvVec4(gp_new.q.x, gp_new.q.y, gp_new.q.z, gp_new.q.w);
- }
- }
- }
- }
-}
-
-uint32_t BlastFamilyModelSimple::getChunkIndexByPxActor(const PxActor& actor)
-{
- std::map<PxActor*, uint32_t>::iterator itr = m_editActorChunkMap.find(const_cast<PxActor*>(&actor));
-
- if (itr != m_editActorChunkMap.end())
- {
- return itr->second;
- }
- else
- {
- for (ExtPxActor* extPxActor : m_actors)
- {
- if (&(extPxActor->getPhysXActor()) == (&actor)->is<physx::PxRigidDynamic>())
- {
- return extPxActor->getChunkIndices()[0];
- }
- }
- }
- return -1;
-}
-
-bool BlastFamilyModelSimple::getPxActorByChunkIndex(uint32_t chunkIndex, PxActor** ppActor)
-{
- *ppActor = nullptr;
- std::map<uint32_t, PxActor*>::iterator it = m_chunkEditActorMap.find(chunkIndex);
- if (it == m_chunkEditActorMap.end())
- {
- return false;
- }
-
- *ppActor = it->second;
- return true;
-}
-
-void BlastFamilyModelSimple::setActorSelected(const PxActor& actor, bool selected)
-{
- uint32_t chunkIndex = getChunkIndexByPxActor(actor);
- if (-1 == chunkIndex)
- return;
-
- bool selectionDepthTest = BlastProject::ins().getParams().fracture.general.selectionDepthTest;
-
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
- r->setSelected(selected);
-
- if (!selectionDepthTest && selected)
- {
- r->setDepthTest(false);
- }
- else
- {
- r->setDepthTest(true);
- }
- }
-}
-
-bool BlastFamilyModelSimple::isActorSelected(const PxActor& actor)
-{
- uint32_t chunkIndex = getChunkIndexByPxActor(actor);
- if (-1 == chunkIndex)
- return false;
-
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- return renderables[0]->isSelected();
-}
-
-void BlastFamilyModelSimple::setActorVisible(const PxActor& actor, bool visible)
-{
- uint32_t chunkIndex = getChunkIndexByPxActor(actor);
- if (-1 == chunkIndex)
- return;
-
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
- r->setHidden(!visible);
- }
-}
-
-bool BlastFamilyModelSimple::isActorVisible(const PxActor& actor)
-{
- uint32_t chunkIndex = getChunkIndexByPxActor(actor);
- if (-1 == chunkIndex)
- return false;
-
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- return !renderables[0]->isHidden();
-}
-
-void BlastFamilyModelSimple::setChunkSelected(uint32_t chunk, bool selected)
-{
- if (chunk > m_chunks.size())
- return;
-
- bool selectionDepthTest = BlastProject::ins().getParams().fracture.general.selectionDepthTest;
-
- std::vector<Renderable*>& renderables = m_chunks[chunk].renderables;
- for (Renderable* r : renderables)
- {
- r->setSelected(selected);
-
- if (!selectionDepthTest && selected)
- {
- r->setDepthTest(false);
- }
- else
- {
- r->setDepthTest(true);
- }
- }
-}
-
-void BlastFamilyModelSimple::setChunkSelected(std::vector<uint32_t> depths, bool selected)
-{
- for (size_t i = 0; i < depths.size(); ++i)
- {
- const std::vector<uint32_t> indexes = m_blastAsset.getChunkIndexesByDepth(depths[i]);
- for (size_t j = 0; j < indexes.size(); ++j)
- {
- setChunkSelected(indexes[j], selected);
- }
- }
-}
-
-void BlastFamilyModelSimple::clearChunksSelected()
-{
- size_t count = m_chunks.size();
- for (size_t chunkIndex = 0; chunkIndex < count; ++chunkIndex)
- {
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
- r->setSelected(false);
- r->setDepthTest(true);
- r->setHighlight(false);
- }
- }
-}
-
-bool BlastFamilyModelSimple::isChunkSelected(uint32_t chunk)
-{
- if (chunk > m_chunks.size())
- return false;
-
- std::vector<Renderable*>& renderables = m_chunks[chunk].renderables;
- for (Renderable* r : renderables)
- {
- for (Renderable* r : renderables)
- {
- if (r->isSelected())
- {
- return true;
- }
- }
- }
-
- return false;
-}
-
-std::vector<uint32_t> BlastFamilyModelSimple::getSelectedChunks()
-{
- std::vector<uint32_t> selectedChunks;
- size_t count = m_chunks.size();
- for (size_t chunkIndex = 0; chunkIndex < count; ++chunkIndex)
- {
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
- if (r->isSelected())
- {
- selectedChunks.push_back(chunkIndex);
- break;
- }
- }
- }
- return selectedChunks;
-}
-
-void BlastFamilyModelSimple::setActorScale(const PxActor& actor, PxMat44& scale, bool replace)
-{
- uint32_t chunkIndex = getChunkIndexByPxActor(actor);
- if (-1 == chunkIndex)
- return;
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
- r->setMeshScale(scale, replace);
- }
-
- if (0 == chunkIndex)
- {
- PxActor& blastActor = (*m_actors.begin())->getPhysXActor();
- PxRigidDynamic* rigidDynamic = blastActor.is<PxRigidDynamic>();
- if (NULL != rigidDynamic)
- {
- PxScene& pxScene = SampleManager::ins()->getPhysXController().getPhysXScene();
- scalePxActor(pxScene, *rigidDynamic, scale);
-
- if (replace)
- {
- const BlastModel& model = dynamic_cast<BlastAssetModelSimple*>(const_cast<BlastAsset*>(&m_blastAsset))->getModel();
- scaleModel(*(const_cast<BlastModel*>(&model)), scale);
- }
- }
- }
-}
-
-bool BlastFamilyModelSimple::isChunkVisible(uint32_t chunkIndex)
-{
- if (chunkIndex < 0 || chunkIndex >= m_chunks.size())
- {
- return false;
- }
-
- bool bVisible = false;
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- if (renderables.size() > 0)
- {
- bVisible = !renderables[0]->isHidden();
- }
- return bVisible;
-}
-
-void BlastFamilyModelSimple::setChunkVisible(uint32_t chunkIndex, bool bVisible)
-{
- if (chunkIndex < 0 || chunkIndex >= m_chunks.size())
- {
- return;
- }
-
- std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
- for (Renderable* r : renderables)
- {
- r->setHidden(!bVisible);
- }
-}
-
-void BlastFamilyModelSimple::setChunkVisible(std::vector<uint32_t> depths, bool bVisible)
-{
- for (size_t i = 0; i < depths.size(); ++i)
- {
- const std::vector<uint32_t> indexes = m_blastAsset.getChunkIndexesByDepth(depths[i]);
- for (size_t j = 0; j < indexes.size(); ++j)
- {
- setChunkVisible(indexes[j], bVisible);
- }
- }
-}
-
-void BlastFamilyModelSimple::initTransform(physx::PxTransform t)
-{
- BlastFamily::initTransform(t);
- int chunkSize = m_chunks.size();
- for (int i = 0; i < chunkSize; i++)
- {
- std::vector<Renderable*>& renderables = m_chunks[i].renderables;
- for (Renderable* r : renderables)
- {
- r->setTransform(t);
- }
- }
-
- for (std::map<PxActor*, uint32_t>::iterator itr = m_editActorChunkMap.begin(); itr != m_editActorChunkMap.end(); ++itr)
- {
- PxRigidDynamic* rigidDynamic = itr->first->is<PxRigidDynamic>();
- rigidDynamic->setGlobalPose(t);
- }
-}
-
-void BlastFamilyModelSimple::getMaterial(RenderMaterial** ppRenderMaterial, bool externalSurface)
-{
- *ppRenderMaterial = nullptr;
-
- int chunkSize = m_chunks.size();
- if (chunkSize == 0)
- {
- return;
- }
-
- if (externalSurface)
- {
- for (int i = 0; i < chunkSize; i++)
- {
- std::vector<Renderable*>& renderables = m_chunks[i].ex_Renderables;
- if (renderables.size() > 0)
- {
- RenderMaterial& m = renderables[0]->getMaterial();
- *ppRenderMaterial = &m;
- return;
- }
- }
- }
- else
- {
- for (int i = 0; i < chunkSize; i++)
- {
- std::vector<Renderable*>& renderables = m_chunks[i].in_Renderables;
- if (renderables.size() > 0)
- {
- RenderMaterial& m = renderables[0]->getMaterial();
- *ppRenderMaterial = &m;
- return;
- }
- }
- }
-}
-
-void BlastFamilyModelSimple::setMaterial(RenderMaterial* pRenderMaterial, bool externalSurface)
-{
- RenderMaterial* p = pRenderMaterial;
- if (p == nullptr)
- {
- p = RenderMaterial::getDefaultRenderMaterial();
- }
-
- int chunkSize = m_chunks.size();
- if (externalSurface)
- {
- for (int i = 0; i < chunkSize; i++)
- {
- std::vector<Renderable*>& renderables = m_chunks[i].ex_Renderables;
- for (Renderable* r : renderables)
- {
- r->setMaterial(*p);
- }
- }
- }
- else
- {
- for (int i = 0; i < chunkSize; i++)
- {
- std::vector<Renderable*>& renderables = m_chunks[i].in_Renderables;
- for (Renderable* r : renderables)
- {
- r->setMaterial(*p);
- }
- }
- }
-}
-
-void BlastFamilyModelSimple::highlightChunks()
-{
- bool selectionDepthTest = BlastProject::ins().getParams().fracture.general.selectionDepthTest;
-
- for (Chunk chunk : m_chunks)
- {
- std::vector<Renderable*>& renderables = chunk.renderables;
- for (Renderable* r : renderables)
- {
- r->setHighlight(true);
- r->setDepthTest(selectionDepthTest);
- }
- }
-}
-
-bool BlastFamilyModelSimple::_getBPPChunkVisible(uint32_t chunkIndex)
-{
- std::map<BlastAsset*, AssetList::ModelAsset>& assetDescMap = SampleManager::ins()->getAssetDescMap();
- BlastAsset* blastAsset = (BlastAsset*)&getBlastAsset();
- AssetList::ModelAsset& m = assetDescMap[blastAsset];
-
- BlastProject& project = BlastProject::ins();
- BPPAsset& bppAsset = *(project.getAsset(m.name.c_str()));
-
- BPPChunk* bppChunk = project.getChunk(bppAsset, chunkIndex);
- if (bppChunk)
- {
- return bppChunk->visible;
- }
- else
- {
- return true;
- }
-}
-// Add By Lixu End \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSimple.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSimple.h
deleted file mode 100644
index c86242a..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSimple.h
+++ /dev/null
@@ -1,111 +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.
-
-
-#ifndef BLAST_FAMILY_MODEL_SIMPLE_H
-#define BLAST_FAMILY_MODEL_SIMPLE_H
-
-#include "BlastFamily.h"
-#include "BlastAssetModelSimple.h"
-
-class SimpleRenderMesh;
-class Renderable;
-class Renderer;
-// Add By Lixu Begin
-namespace physx
-{
- class PxActor;
-}
-using namespace physx;
-// Add By Lixu End
-
-class BlastFamilyModelSimple : public BlastFamily
-{
-public:
- //////// ctor ////////
-
- BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc);
- virtual ~BlastFamilyModelSimple();
-
-// Add By Lixu Begin
- virtual bool find(const PxActor& actor);
- virtual void updateActorRenderableTransform(const PxActor& actor, PxTransform& pos, bool local);
- virtual uint32_t getChunkIndexByPxActor(const PxActor& actor);
- virtual bool getPxActorByChunkIndex(uint32_t chunkIndex, PxActor** ppActor);
- virtual void setActorSelected(const PxActor& actor, bool selected);
- virtual bool isActorSelected(const PxActor& actor);
- virtual void setActorVisible(const PxActor& actor, bool visible);
- virtual bool isActorVisible(const PxActor& actor);
- virtual void clearChunksSelected();
- virtual void setChunkSelected(uint32_t chunk, bool selected);
- virtual void setChunkSelected(std::vector<uint32_t> depths, bool selected);
- virtual bool isChunkSelected(uint32_t chunk);
- virtual std::vector<uint32_t> getSelectedChunks();
- virtual void setActorScale(const PxActor& actor, PxMat44& scale, bool replace);
- virtual bool isChunkVisible(uint32_t chunkIndex);
- virtual void setChunkVisible(uint32_t chunkIndex, bool bVisible);
- virtual void setChunkVisible(std::vector<uint32_t> depths, bool bVisible);
- virtual void initTransform(physx::PxTransform t);
- virtual void getMaterial(RenderMaterial** ppRenderMaterial, bool externalSurface);
- virtual void setMaterial(RenderMaterial* pRenderMaterial, bool externalSurface);
- virtual void highlightChunks();
-// Add By Lixu End
-
-protected:
- //////// abstract implementation ////////
-
- virtual void onActorCreated(const ExtPxActor& actor);
- virtual void onActorUpdate(const ExtPxActor& actor);
- virtual void onActorDestroyed(const ExtPxActor& actor);
- virtual void onActorHealthUpdate(const ExtPxActor& pxActor);
-
-private:
- // Add By Lixu Begin
- bool _getBPPChunkVisible(uint32_t chunkIndex);
- // Add By Lixu End
-
- //////// internal data ////////
-
- Renderer& m_renderer;
-
- struct Chunk
- {
- std::vector<SimpleRenderMesh*> renderMeshes;
- std::vector<Renderable*> renderables;
-// Add By Lixu Begin
- std::vector<Renderable*> ex_Renderables;
- std::vector<Renderable*> in_Renderables;
-// Add By Lixu End
- };
-
- std::vector<Chunk> m_chunks;
- std::map<PxActor*, uint32_t> m_editActorChunkMap;// only for edit mode
- std::map<uint32_t, PxActor*> m_chunkEditActorMap;// only for edit mode
-};
-
-
-#endif //BLAST_FAMILY_MODEL_SIMPLE_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSkinned.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSkinned.cpp
deleted file mode 100644
index a0319ff..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSkinned.cpp
+++ /dev/null
@@ -1,185 +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 "BlastFamilyModelSkinned.h"
-#include "RenderUtils.h"
-#include "Renderer.h"
-#include "SkinnedRenderMesh.h"
-#include "NvBlastExtPxAsset.h"
-#include "NvBlastExtPxActor.h"
-#include "NvBlastTkActor.h"
-#include "PxRigidDynamic.h"
-
-using namespace physx;
-
-BlastFamilyModelSkinned::BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc)
- : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer), m_visibleActorsDirty(true)
-{
- // materials
- auto materials = blastAsset.getRenderMaterials();
-
- const BlastModel& model = blastAsset.getModel();
-
- // finalize (create) sub model
- auto finalizeSubModelFunction = [&](SubModel* subModel, std::vector<const SimpleMesh*>& subModelMeshes, RenderMaterial& renderMaterial)
- {
- subModel->skinnedRenderMesh = new SkinnedRenderMesh(subModelMeshes);
- subModel->renderable = renderer.createRenderable(*subModel->skinnedRenderMesh, renderMaterial);
- subModel->renderable->setColor(getRandomPastelColor());
- };
-
- // create at least one submodel per every material (if mesh count is too high, more then one sub model per material to be created)
- SubModel* subModel = nullptr;
- std::vector<const SimpleMesh*> subModelMeshes;
- subModelMeshes.reserve(model.chunks.size());
- for (uint32_t materialIndex = 0; materialIndex < model.materials.size(); materialIndex++)
- {
- for (uint32_t chunkIndex = 0; chunkIndex < model.chunks.size(); chunkIndex++)
- {
- const BlastModel::Chunk& chunk = model.chunks[chunkIndex];
- for (const BlastModel::Chunk::Mesh& mesh : chunk.meshes)
- {
- if (mesh.materialIndex == materialIndex)
- {
- // init new submodel?
- if (subModel == nullptr)
- {
- m_subModels.push_back(SubModel());
- subModel = &m_subModels.back();
- subModel->chunkIdToBoneMap.resize(model.chunks.size());
- std::fill(subModel->chunkIdToBoneMap.begin(), subModel->chunkIdToBoneMap.end(), SubModel::INVALID_BONE_ID);
- subModelMeshes.clear();
- }
-
- // add mesh to map and list
- subModel->chunkIdToBoneMap[chunkIndex] = (uint32_t)subModelMeshes.size();
- subModelMeshes.push_back(&(mesh.mesh));
-
- // mesh reached limit?
- if (subModelMeshes.size() == SkinnedRenderMesh::MeshesCountMax)
- {
- finalizeSubModelFunction(subModel, subModelMeshes, *materials[materialIndex]);
- subModel = nullptr;
- }
- }
- }
- }
-
- // finalize subModel for this material
- if (subModel && subModelMeshes.size() > 0)
- {
- finalizeSubModelFunction(subModel, subModelMeshes, *materials[materialIndex]);
- subModel = nullptr;
- }
- }
-
- // reserve for scratch
- m_visibleBones.reserve(model.chunks.size());
- m_visibleBoneTransforms.reserve(model.chunks.size());
-
- // initialize in position
- initialize(desc);
-}
-
-BlastFamilyModelSkinned::~BlastFamilyModelSkinned()
-{
- for (uint32_t subModelIndex = 0; subModelIndex < m_subModels.size(); subModelIndex++)
- {
- m_renderer.removeRenderable(m_subModels[subModelIndex].renderable);
- SAFE_DELETE(m_subModels[subModelIndex].skinnedRenderMesh);
- }
-}
-
-void BlastFamilyModelSkinned::onActorCreated(const ExtPxActor& actor)
-{
- m_visibleActors.insert(&actor);
- m_visibleActorsDirty = true;
-}
-
-void BlastFamilyModelSkinned::onActorUpdate(const ExtPxActor& actor)
-{
-}
-
-void BlastFamilyModelSkinned::onActorDestroyed(const ExtPxActor& actor)
-{
- m_visibleActors.erase(&actor);
- m_visibleActorsDirty = true;
-}
-
-void BlastFamilyModelSkinned::onUpdate()
-{
- // visible actors changed this frame?
- if (m_visibleActorsDirty)
- {
- for (const SubModel& model : m_subModels)
- {
- // pass visible chunks list to render mesh
- m_visibleBones.clear();
- for (const ExtPxActor* actor : m_visibleActors)
- {
- const uint32_t* chunkIndices = actor->getChunkIndices();
- uint32_t chunkCount = actor->getChunkCount();
- for (uint32_t i = 0; i < chunkCount; ++i)
- {
- uint32_t chunkIndex = chunkIndices[i];
- uint32_t boneIndex = model.chunkIdToBoneMap[chunkIndex];
- if (boneIndex != SubModel::INVALID_BONE_ID)
- {
- m_visibleBones.push_back(boneIndex);
- }
- }
- }
- model.skinnedRenderMesh->updateVisibleMeshes(m_visibleBones);
- }
-
- m_visibleActorsDirty = false;
- }
-
- // update and pass chunk transforms
- const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks();
- const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks();
- for (const SubModel& model : m_subModels)
- {
- m_visibleBoneTransforms.clear();
- for (const ExtPxActor* actor : m_visibleActors)
- {
- const uint32_t* chunkIndices = actor->getChunkIndices();
- uint32_t chunkCount = actor->getChunkCount();
- for (uint32_t i = 0; i < chunkCount; ++i)
- {
- uint32_t chunkIndex = chunkIndices[i];
- uint32_t boneIndex = model.chunkIdToBoneMap[chunkIndex];
- if (boneIndex != SubModel::INVALID_BONE_ID)
- {
- m_visibleBoneTransforms.push_back(PxMat44(actor->getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform));
- }
- }
- }
- model.skinnedRenderMesh->updateVisibleMeshTransforms(m_visibleBoneTransforms);
- }
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSkinned.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSkinned.h
deleted file mode 100644
index d76b18e..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFamilyModelSkinned.h
+++ /dev/null
@@ -1,81 +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.
-
-
-#ifndef BLAST_FAMILY_MODEL_SKINNED_H
-#define BLAST_FAMILY_MODEL_SKINNED_H
-
-#include "BlastFamily.h"
-#include "BlastAssetModelSkinned.h"
-
-class SkinnedRenderMesh;
-class Renderable;
-
-class BlastFamilyModelSkinned : public BlastFamily
-{
-public:
- //////// ctor ////////
-
- BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc);
- virtual ~BlastFamilyModelSkinned();
-
-protected:
- //////// abstract implementation ////////
-
- virtual void onActorCreated(const ExtPxActor& actor);
- virtual void onActorUpdate(const ExtPxActor& actor);
- virtual void onActorDestroyed(const ExtPxActor& actor);
-
- virtual void onUpdate();
-
-private:
- //////// internal data ////////
-
- Renderer& m_renderer;
-
- struct SubModel
- {
- static const uint32_t INVALID_BONE_ID = ~(uint32_t)0;
-
- Renderable* renderable = nullptr;
- SkinnedRenderMesh* skinnedRenderMesh = nullptr;
- std::vector<uint32_t> chunkIdToBoneMap;
- };
- std::vector<SubModel> m_subModels;
-
- std::set<const ExtPxActor*> m_visibleActors;
- bool m_visibleActorsDirty;
-
- //////// scratch buffers ////////
-
- std::vector<uint32_t> m_visibleBones;
- std::vector<PxMat44> m_visibleBoneTransforms;
-
-};
-
-
-#endif //BLAST_FAMILY_MODEL_SKINNED_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFractureTool.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFractureTool.cpp
deleted file mode 100644
index cbd299b..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFractureTool.cpp
+++ /dev/null
@@ -1,259 +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 "BlastFractureTool.h"
-#include <BlastAssetModel.h>
-#include <BlastAsset.h>
-#include <NvBlastExtPxAsset.h>
-#include <NvBlastTkAsset.h>
-#include "NvBlastExtAuthoring.h"
-#include "NvBlastExtAuthoringMeshImpl.h"
-void BlastFractureTool::free()
-{
- std::vector<Nv::Blast::Mesh*>::iterator it;
- for (it = chunkMeshes.begin(); it != chunkMeshes.end(); it++)
- {
- delete (*it);
- (*it) = nullptr;
- }
- chunkMeshes.clear();
-}
-
-void BlastFractureTool::setSourceAsset(const BlastAsset* pBlastAsset)
-{
- free();
-
- BlastAssetModel* pBlastAssetModel = (BlastAssetModel*)pBlastAsset;
- const BlastModel& blastModel = pBlastAssetModel->getModel();
- const std::vector<BlastModel::Chunk>& chunks = blastModel.chunks;
- int chunkSize = chunks.size();
- if (chunkSize == 0)
- {
- return;
- }
-
- chunkMeshes.resize(chunkSize, nullptr);
- for (int cs = 0; cs < chunkSize; cs++)
- {
- const BlastModel::Chunk& chunk = chunks[cs];
- const std::vector<BlastModel::Chunk::Mesh>& meshes = chunk.meshes;
- int meshSize = meshes.size();
-
- if (meshSize == 0)
- {
- continue;
- }
-
- std::vector<physx::PxVec3> positions;
- std::vector<physx::PxVec3> normals;
- std::vector<physx::PxVec2> uv;
- std::vector<uint32_t> ind;
- std::vector<int> faceBreakPoint;
- std::vector<uint32_t> materialIndexes;
- uint16_t curIndex = 0;
- for (int ms = 0; ms < meshSize; ms++)
- {
- const BlastModel::Chunk::Mesh& mesh = meshes[ms];
- materialIndexes.push_back(mesh.materialIndex);
- const SimpleMesh& simpleMesh = mesh.mesh;
- const std::vector<SimpleMesh::Vertex>& vertices = simpleMesh.vertices;
- const std::vector<uint16_t>& indices = simpleMesh.indices;
-
- int NumVertices = vertices.size();
- for (uint32_t i = 0; i < NumVertices; ++i)
- {
- positions.push_back(physx::PxVec3(vertices[i].position.x, vertices[i].position.y, vertices[i].position.z));
- normals.push_back(physx::PxVec3(vertices[i].normal.x, vertices[i].normal.y, vertices[i].normal.z));
- uv.push_back(physx::PxVec2(vertices[i].uv.x, vertices[i].uv.y));
- }
- int NumIndices = indices.size();
- for (uint32_t i = 0; i < NumIndices; ++i)
- {
- ind.push_back(indices[i] + curIndex);
- }
- curIndex += NumIndices;
- faceBreakPoint.push_back(NumIndices / 3);
- }
-
- PxVec3* nr = (!normals.empty()) ? normals.data() : 0;
- PxVec2* uvp = (!uv.empty()) ? uv.data() : 0;
- Nv::Blast::Mesh* pMesh = NvBlastExtAuthoringCreateMesh(
- positions.data(), nr, uvp, static_cast<uint32_t>(positions.size()),
- ind.data(), static_cast<uint32_t>(ind.size()));
-
- int curFaceIndex = 0;
- int curFaceBreakPoint = faceBreakPoint[curFaceIndex];
- uint32_t curMaterialIndex = materialIndexes[curFaceIndex];
- for (int fc = 0; fc < pMesh->getFacetCount(); fc++)
- {
- if (fc >= curFaceBreakPoint)
- {
- curFaceIndex++;
- curFaceBreakPoint += faceBreakPoint[curFaceIndex];
- curMaterialIndex = materialIndexes[curFaceIndex];
- }
-
- Facet* pFacet = const_cast<Facet*>(pMesh->getFacet(fc));
- pFacet->materialId = curMaterialIndex;
- }
-
- chunkMeshes[cs] = pMesh;
- }
-
- const ExtPxAsset* pExtPxAsset = pBlastAsset->getPxAsset();
- const TkAsset& tkAsset = pExtPxAsset->getTkAsset();
-
- std::vector<int32_t> parentIds;
- parentIds.resize(chunkSize);
- parentIds.assign(chunkSize, -1);
- {
- const NvBlastChunk* pNvBlastChunk = tkAsset.getChunks();
- for (uint32_t i = 0; i < chunkSize; ++i)
- {
- parentIds[i] = pNvBlastChunk[i].parentChunkIndex;
- }
- }
- std::vector<bool> isLeafs;
- isLeafs.resize(chunkSize);
- isLeafs.assign(chunkSize, false);
- {
- const NvBlastSupportGraph supportGraph = tkAsset.getGraph();
- for (uint32_t i = 0; i < supportGraph.nodeCount; ++i)
- {
- const uint32_t chunkIndex = supportGraph.chunkIndices[i];
- if (chunkIndex < chunkSize)
- {
- isLeafs[chunkIndex] = true;
- }
- }
- }
-
- setSourceMesh(chunkMeshes[0]);
-
- mChunkData.resize(chunkSize);
- mChunkData[0].parent = parentIds[0];
- mChunkData[0].isLeaf = isLeafs[0];
- mChunkData[0].chunkId = 0;
- Nv::Blast::Mesh* mesh = nullptr;
- for (int cs = 1; cs < chunkSize; cs++)
- {
- if (chunkMeshes[cs] == nullptr)
- continue;
- mChunkData[cs].meshData = new MeshImpl(*reinterpret_cast<const MeshImpl*>(chunkMeshes[cs]));
- mChunkData[cs].parent = parentIds[cs];
- mChunkData[cs].chunkId = mChunkIdCounter++;
- mChunkData[cs].isLeaf = isLeafs[cs];
-
- mesh = mChunkData[cs].meshData;
- Nv::Blast::Vertex* verticesBuffer = const_cast<Nv::Blast::Vertex*>(mesh->getVertices());
- for (uint32_t i = 0; i < mesh->getVerticesCount(); ++i)
- {
- verticesBuffer[i].p = (verticesBuffer[i].p - mOffset) * (1.0f / mScaleFactor);
- }
- PxBounds3& bb = const_cast<PxBounds3&>(mesh->getBoundingBox());
- bb.minimum = (bb.minimum - mOffset) * (1.0f / mScaleFactor);
- bb.maximum = (bb.maximum - mOffset) * (1.0f / mScaleFactor);
- for (uint32_t i = 0; i < mesh->getFacetCount(); ++i)
- {
- Facet* pFacet = const_cast<Facet*>(mesh->getFacet(i));
- pFacet->materialId = chunkMeshes[cs]->getFacet(i)->materialId;
- }
- }
-}
-
-void BlastFractureTool::setSourceMeshes(std::vector<Nv::Blast::Mesh*>& meshes, std::vector<int32_t>& parentIds)
-{
- free();
-
- int chunkSize = meshes.size();
- if (chunkSize == 0)
- {
- return;
- }
-
- chunkMeshes.resize(chunkSize, nullptr);
- for (int cs = 0; cs < chunkSize; cs++)
- {
- Nv::Blast::Mesh* pMesh = new MeshImpl(*reinterpret_cast<const MeshImpl*>(meshes[cs]));
- chunkMeshes[cs] = pMesh;
- }
-
- std::vector<bool> isLeafs;
- isLeafs.resize(chunkSize, true);
- for (int cs = 0; cs < chunkSize; cs++)
- {
- int32_t parentId = parentIds[cs];
- if (parentId == -1)
- {
- continue;
- }
-
- isLeafs[parentId] = false;
- }
-
- setSourceMesh(chunkMeshes[0]);
-
- mChunkData.resize(chunkSize);
- mChunkData[0].parent = parentIds[0];
- mChunkData[0].isLeaf = isLeafs[0];
- mChunkData[0].chunkId = 0;
- Nv::Blast::Mesh* mesh = nullptr;
- for (int cs = 1; cs < chunkSize; cs++)
- {
- if (chunkMeshes[cs] == nullptr)
- continue;
- mChunkData[cs].meshData = new MeshImpl(*reinterpret_cast<const MeshImpl*>(chunkMeshes[cs]));
- mChunkData[cs].parent = parentIds[cs];
- mChunkData[cs].chunkId = mChunkIdCounter++;
- mChunkData[cs].isLeaf = isLeafs[cs];
-
- mesh = mChunkData[cs].meshData;
- Nv::Blast::Vertex* verticesBuffer = const_cast<Nv::Blast::Vertex*>(mesh->getVertices());
- for (uint32_t i = 0; i < mesh->getVerticesCount(); ++i)
- {
- verticesBuffer[i].p = (verticesBuffer[i].p - mOffset) * (1.0f / mScaleFactor);
- }
- PxBounds3& bb = const_cast<PxBounds3&>(mesh->getBoundingBox());
- bb.minimum = (bb.minimum - mOffset) * (1.0f / mScaleFactor);
- bb.maximum = (bb.maximum - mOffset) * (1.0f / mScaleFactor);
- for (uint32_t i = 0; i < mesh->getFacetCount(); ++i)
- {
- Facet* pFacet = const_cast<Facet*>(mesh->getFacet(i));
- pFacet->materialId = chunkMeshes[cs]->getFacet(i)->materialId;
- }
- }
-}
-
-Nv::Blast::Mesh* BlastFractureTool::getSourceMesh(int32_t chunkId)
-{
- if (chunkId < 0 || chunkId >= chunkMeshes.size())
- {
- return nullptr;
- }
- return chunkMeshes[chunkId];
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFractureTool.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFractureTool.h
deleted file mode 100644
index 3436551..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastFractureTool.h
+++ /dev/null
@@ -1,61 +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.
-
-
-#ifndef BLAST_FRACTURETOOL_H
-#define BLAST_FRACTURETOOL_H
-
-#include "NvBlastExtAuthoringFractureToolImpl.h"
-
-class BlastAsset;
-namespace Nv
-{
- namespace Blast
- {
- class Mesh;
- }
-}
-
-class BlastFractureTool : public Nv::Blast::FractureToolImpl
-{
-public:
- BlastFractureTool() {}
- ~BlastFractureTool() { free(); }
-
- void setSourceAsset(const BlastAsset* pBlastAsset);
-
- void setSourceMeshes(std::vector<Nv::Blast::Mesh*>& meshes, std::vector<int32_t>& parentIds);
-
- Nv::Blast::Mesh* getSourceMesh(int32_t chunkId);
-
-private:
- void free();
-
- std::vector<Nv::Blast::Mesh*> chunkMeshes;
-};
-
-#endif //BLAST_FRACTURETOOL_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastModel.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastModel.cpp
deleted file mode 100644
index 2f00207..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastModel.cpp
+++ /dev/null
@@ -1,338 +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 "BlastModel.h"
-
-// Add By Lixu Begin
-//#define TINYOBJLOADER_IMPLEMENTATION
-// Add By Lixu End
-#include "tiny_obj_loader.h"
-#include "MathUtil.h"
-#include "NvBlastExtExporter.h"
-#include "NvBlastGlobals.h"
-
-using namespace physx;
-
-void computeFacenormalByPosition(
- physx::PxVec3 p0, physx::PxVec3 p1, physx::PxVec3 p2,
- physx::PxVec3& facenormal)
-{
- physx::PxVec3 p01 = p1 - p0;
- physx::PxVec3 p02 = p2 - p0;
-
- facenormal.x = p01.y * p02.z - p01.z * p02.y;
- facenormal.y = p01.z * p02.x - p01.x * p02.z;
- facenormal.z = p01.x * p02.y - p01.y * p02.x;
-
- facenormal = -facenormal.getNormalized();
-}
-
-void computeTangentByPositionAndTexcoord(
- physx::PxVec3 p0, physx::PxVec3 p1, physx::PxVec3 p2,
- physx::PxVec2 r0, physx::PxVec2 r1, physx::PxVec2 r2,
- physx::PxVec3& tangent)
-{
- float x1 = p1.x - p0.x;
- float x2 = p2.x - p0.x;
- float y1 = p1.y - p0.y;
- float y2 = p2.y - p0.y;
- float z1 = p1.z - p0.z;
- float z2 = p2.z - p0.z;
-
- float s1 = r1.x - r0.x;
- float s2 = r2.x - r0.x;
- float t1 = r1.y - r0.y;
- float t2 = r2.y - r0.y;
-
- float r = 1.0f / (s1 * t2 - s2 * t1);
-
- tangent = PxVec3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
-}
-
-BlastModelPtr BlastModel::loadFromFbxFile(const char* path)
-{
-// Add By Lixu Begin
- BlastModel* model = new BlastModel();
- model->bbMin = PxVec3(FLT_MAX, FLT_MAX, FLT_MAX);
- model->bbMax = PxVec3(FLT_MIN, FLT_MIN, FLT_MIN);
-// Add By Lixu End
-
-
- std::shared_ptr<Nv::Blast::IFbxFileReader> rdr(NvBlastExtExporterCreateFbxFileReader(), [](Nv::Blast::IFbxFileReader* p) {p->release(); });
- rdr->loadFromFile(path);
- if (rdr->getBoneCount() == 0)
- {
- return nullptr;
- }
-
- model->chunks.resize(rdr->getBoneCount());
-
- model->materials.push_back(BlastModel::Material());
-
-
- /**
- Produce buffers of appropriate for AssetViewer format
- */
- uint32_t* infl;
- rdr->getBoneInfluences(infl);
- for (uint32_t i = 0; i < rdr->getBoneCount(); ++i)
- {
- std::vector<int32_t> indRemap(rdr->getVerticesCount(), -1);
- std::vector<uint32_t> indices;
- SimpleMesh cmesh;
- for (uint32_t j = 0; j < rdr->getVerticesCount(); ++j)
- {
- if (i == infl[j])
- {
- indRemap[j] = (int32_t)cmesh.vertices.size();
- cmesh.vertices.push_back(SimpleMesh::Vertex());
- cmesh.vertices.back().normal = rdr->getNormalsArray()[j];
- cmesh.vertices.back().position = rdr->getPositionArray()[j];
- cmesh.vertices.back().uv = rdr->getUvArray()[j];
- }
- }
- for (uint32_t j = 0; j < rdr->getIdicesCount(); j += 3)
- {
- if (i == infl[rdr->getIndexArray()[j]])
- {
- int32_t lind = rdr->getIndexArray()[j + 2];
- cmesh.indices.push_back(indRemap[lind]);
- lind = rdr->getIndexArray()[j + 1];
- cmesh.indices.push_back(indRemap[lind]);
- lind = rdr->getIndexArray()[j];
- cmesh.indices.push_back(indRemap[lind]);
- }
- }
-
- model->chunks[i].meshes.push_back(Chunk::Mesh());
- model->chunks[i].meshes.back().materialIndex = 0;
- model->chunks[i].meshes.back().mesh = cmesh;
-
- NVBLAST_FREE(infl);
- }
- return model;
-}
-
-
-BlastModelPtr BlastModel::loadFromFileTinyLoader(const char* path)
-{
-// Add By Lixu Begin
- BlastModel* model = new BlastModel();
- model->bbMin = PxVec3(FLT_MAX, FLT_MAX, FLT_MAX);
- model->bbMax = PxVec3(FLT_MIN, FLT_MIN, FLT_MIN);
-// Add By Lixu End
-
- std::vector<tinyobj::shape_t> shapes;
- std::vector<tinyobj::material_t> mats;
- std::string err;
- std::string mtlPath;
- for (size_t i = strnlen(path, 255) - 1; i >= 0; --i)
- {
- if (path[i] == '\\' || path[i] == '/')
- {
- mtlPath.resize(i + 2, 0);
- strncpy(&mtlPath[0], path, i + 1);
- break;
- }
- }
-
-
- bool ret = tinyobj::LoadObj(shapes, mats, err, path, mtlPath.data());
-
- // can't load?
- if (!ret)
- return false;
-
- // one submodel per material
- uint32_t materialsCount = (uint32_t)mats.size();
- model->materials.resize(materialsCount);
-
- // fill submodel materials
- for (uint32_t i = 0; i < materialsCount; i++)
- {
- tinyobj::material_t *pMaterial = &mats[i];
-
- // Add By Lixu Begin
- if (strcmp(pMaterial->name.c_str(), "neverMat123XABCnever") == 0)
- {
- model->materials[i].name.clear();
- }
- else
- {
- model->materials[i].name = pMaterial->name;
- }
- // Add By Lixu End
-
- model->materials[i].r = pMaterial->diffuse[0];
- model->materials[i].g = pMaterial->diffuse[1];
- model->materials[i].b = pMaterial->diffuse[2];
- model->materials[i].a = 1.0;
-
- if (!pMaterial->diffuse_texname.empty())
- {
- model->materials[i].diffuseTexture = pMaterial->diffuse_texname;
- }
- }
-
- // estimate
- model->chunks.reserve(shapes.size() / materialsCount + 1);
-
- if (shapes.size() > 0)
- {
- uint32_t meshIndex = 0;
- for (uint32_t m = 0; m < shapes.size(); m++)
- {
- tinyobj::shape_t& pMesh = shapes[m];
- uint32_t materialIndex;
- uint32_t chunkIndex;
- sscanf(pMesh.name.data(), "%d_%d", &chunkIndex, &materialIndex);
- if (model->chunks.size() <= chunkIndex)
- {
- model->chunks.resize(chunkIndex + 1);
- }
- model->chunks[chunkIndex].meshes.push_back(Chunk::Mesh());
- Chunk::Mesh& mesh = model->chunks[chunkIndex].meshes.back();
-
- mesh.materialIndex = materialIndex;
- SimpleMesh& chunkMesh = mesh.mesh;
-
- PxVec3 emin(FLT_MAX, FLT_MAX, FLT_MAX);
- PxVec3 emax(FLT_MIN, FLT_MIN, FLT_MIN);
-
-
-
- // create an index buffer
- chunkMesh.indices.resize(pMesh.mesh.indices.size());
-
- // Check if all faces are triangles
- bool allTriangles = true;
- for (uint32_t i = 0; i < pMesh.mesh.num_vertices.size(); ++i)
- {
- if (pMesh.mesh.num_vertices[i] != 3)
- {
- allTriangles = false;
- break;
- }
- }
-
- if (pMesh.mesh.indices.size() > 0 && allTriangles)
- {
- for (uint32_t i = 0; i < pMesh.mesh.indices.size(); i += 3)
- {
- chunkMesh.indices[i] = (uint16_t)pMesh.mesh.indices[i + 2];
- chunkMesh.indices[i + 1] = (uint16_t)pMesh.mesh.indices[i + 1];
- chunkMesh.indices[i + 2] = (uint16_t)pMesh.mesh.indices[i];
- }
- }
- // create vertex buffer
- chunkMesh.vertices.resize(pMesh.mesh.positions.size() / 3);
- // copy positions
- uint32_t indexer = 0;
- for (uint32_t i = 0; i < pMesh.mesh.positions.size() / 3; i++)
- {
- chunkMesh.vertices[i].position.x = pMesh.mesh.positions[indexer];
- chunkMesh.vertices[i].position.y = pMesh.mesh.positions[indexer + 1];
- chunkMesh.vertices[i].position.z = pMesh.mesh.positions[indexer + 2];
- indexer += 3;
- // calc min/max
- emin = emin.minimum(chunkMesh.vertices[i].position);
- emax = emax.maximum(chunkMesh.vertices[i].position);
- }
-
- // copy normals
- if (pMesh.mesh.normals.size() > 0)
- {
- indexer = 0;
- for (uint32_t i = 0; i < pMesh.mesh.normals.size() / 3; i++)
- {
- chunkMesh.vertices[i].normal.x = pMesh.mesh.normals[indexer];
- chunkMesh.vertices[i].normal.y = pMesh.mesh.normals[indexer + 1];
- chunkMesh.vertices[i].normal.z = pMesh.mesh.normals[indexer + 2];
-
- indexer += 3;
- }
- }
-
- // copy uv
- if (pMesh.mesh.texcoords.size() > 0)
- {
- indexer = 0;
- for (uint32_t i = 0; i < pMesh.mesh.texcoords.size() / 2; i++)
- {
- chunkMesh.vertices[i].uv.x = pMesh.mesh.texcoords[indexer];
- chunkMesh.vertices[i].uv.y = pMesh.mesh.texcoords[indexer + 1];
- indexer += 2;
- }
- }
-
- // compute facenormal and tangent
- if (pMesh.mesh.indices.size() > 0 && allTriangles)
- {
- for (uint32_t i = 0; i < pMesh.mesh.indices.size(); i += 3)
- {
- SimpleMesh::Vertex& v0 = chunkMesh.vertices[chunkMesh.indices[i + 0]];
- SimpleMesh::Vertex& v1 = chunkMesh.vertices[chunkMesh.indices[i + 1]];
- SimpleMesh::Vertex& v2 = chunkMesh.vertices[chunkMesh.indices[i + 2]];
-
- physx::PxVec3 facenormal;
- computeFacenormalByPosition(
- v0.position, v1.position, v2.position, facenormal);
-
- v0.facenormal = facenormal;
- v1.facenormal = facenormal;
- v2.facenormal = facenormal;
-
- physx::PxVec3 tangent;
- computeTangentByPositionAndTexcoord(
- v0.position, v1.position, v2.position, v0.uv, v1.uv, v2.uv, tangent);
-
- v0.tangent += tangent;
- v1.tangent += tangent;
- v2.tangent += tangent;
- }
- for (uint32_t i = 0; i < chunkMesh.vertices.size(); i++)
- {
- chunkMesh.vertices[i].tangent = chunkMesh.vertices[i].tangent.getNormalized();
- }
- }
-
- // assign extents
- chunkMesh.extents = (emax - emin) * 0.5f;
-
- // get the center
- chunkMesh.center = emin + chunkMesh.extents;
-
- atcore_float3 min = gfsdk_min(*(atcore_float3*)&emin, *(atcore_float3*)&(model->bbMin));
- model->bbMin = *(physx::PxVec3*)&min;
- atcore_float3 max = gfsdk_max(*(atcore_float3*)&emax, *(atcore_float3*)&(model->bbMax));
- model->bbMax = *(physx::PxVec3*)&max;
- }
- }
-
- return model;
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastModel.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastModel.h
deleted file mode 100644
index 82d2af8..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastModel.h
+++ /dev/null
@@ -1,80 +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.
-
-
-#ifndef BLAST_MODEL_H
-#define BLAST_MODEL_H
-
-#include "Mesh.h"
-#include <vector>
-#include <memory>
-
-
-class BlastModel;
-// Add By Lixu Begin
-typedef BlastModel* BlastModelPtr;
-// Add By Lixu End
-
-/**
-BlastModel struct represents graphic model.
-Now only loading from .obj file is supported.
-Can have >=0 materials
-Every chunk can have multiple meshes (1 for every material)
-*/
-class BlastModel
-{
-public:
- struct Material
- {
- std::string name;
- std::string diffuseTexture;
- float r, g, b, a;
- };
-
- struct Chunk
- {
- struct Mesh
- {
- uint32_t materialIndex;
- SimpleMesh mesh;
- };
-
- std::vector<Mesh> meshes;
- };
-
- std::vector<Material> materials;
- std::vector<Chunk> chunks;
- physx::PxVec3 bbMin;
- physx::PxVec3 bbMax;
-
- static BlastModelPtr loadFromFileTinyLoader(const char* path);
- static BlastModelPtr loadFromFbxFile(const char* path);
-private:
- BlastModel() {}
-};
-
-#endif // ifndef BLAST_MODEL_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastReplay.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastReplay.cpp
deleted file mode 100644
index 678cec2..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastReplay.cpp
+++ /dev/null
@@ -1,178 +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 "BlastReplay.h"
-#include "NvBlastTk.h"
-#include "NvBlastExtPxManager.h"
-#include "NvBlastExtPxFamily.h"
-#include "SampleProfiler.h"
-
-
-using namespace std::chrono;
-
-BlastReplay::BlastReplay() : m_sync(nullptr)
-{
- m_sync = ExtSync::create();
- reset();
-}
-
-BlastReplay::~BlastReplay()
-{
- m_sync->release();
- clearBuffer();
-}
-
-void BlastReplay::addFamily(TkFamily* family)
-{
- family->addListener(*m_sync);
-}
-
-void BlastReplay::removeFamily(TkFamily* family)
-{
- family->removeListener(*m_sync);
-}
-
-void BlastReplay::startRecording(ExtPxManager& manager, bool syncFamily, bool syncPhysics)
-{
- if (isRecording())
- return;
-
- m_sync->releaseSyncBuffer();
-
- if (syncFamily || syncPhysics)
- {
- std::vector<ExtPxFamily*> families(manager.getFamilyCount());
- manager.getFamilies(families.data(), (uint32_t)families.size());
- for (ExtPxFamily* family : families)
- {
- if (syncPhysics)
- {
- m_sync->syncFamily(*family);
- }
- else if (syncFamily)
- {
- m_sync->syncFamily(family->getTkFamily());
- }
- }
- }
-
- m_isRecording = true;
-}
-
-void BlastReplay::stopRecording()
-{
- if (!isRecording())
- return;
-
- const ExtSyncEvent*const* buffer;
- uint32_t size;
- m_sync->acquireSyncBuffer(buffer, size);
-
- clearBuffer();
- m_buffer.resize(size);
- for (uint32_t i = 0; i < size; ++i)
- {
- m_buffer[i] = buffer[i]->clone();
- }
-
- // TODO: sort by ts ? make sure?
- //m_buffer.sort
-
- m_sync->releaseSyncBuffer();
-
- m_isRecording = false;
-}
-
-void BlastReplay::startPlayback(ExtPxManager& manager, TkGroup* group)
-{
- if (isPlaying() || !hasRecord())
- return;
-
- m_isPlaying = true;
- m_startTime = steady_clock::now();
- m_nextEventIndex = 0;
- m_firstEventTs = m_buffer[0]->timestamp;
- m_pxManager = &manager;
- m_group = group;
-}
-
-void BlastReplay::stopPlayback()
-{
- if (!isPlaying())
- return;
-
- m_isPlaying = false;
- m_pxManager = nullptr;
- m_group = nullptr;
-}
-
-void BlastReplay::update()
-{
- if (isPlaying())
- {
- PROFILER_SCOPED_FUNCTION();
-
- auto now = steady_clock::now();
- auto mil = duration_cast<milliseconds>((now - m_startTime));
- bool stop = true;
- while (m_nextEventIndex < m_buffer.size())
- {
- const ExtSyncEvent* e = m_buffer[m_nextEventIndex];
- auto t = e->timestamp - m_firstEventTs;
- if (t < (uint64_t)mil.count())
- {
- m_sync->applySyncBuffer(m_pxManager->getFramework(), &e, 1, m_group, m_pxManager);
- m_nextEventIndex++;
- }
- else
- {
- stop = false;
- break;
- }
- }
-
- if (stop)
- stopPlayback();
- }
-}
-
-void BlastReplay::reset()
-{
- m_isPlaying = false;
- m_isRecording = false;
- m_sync->releaseSyncBuffer();
-}
-
-void BlastReplay::clearBuffer()
-{
- for (auto e : m_buffer)
- {
- e->release();
- }
- m_buffer.clear();
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastReplay.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastReplay.h
deleted file mode 100644
index 2c247a5..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastReplay.h
+++ /dev/null
@@ -1,93 +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.
-
-
-#ifndef BLAST_REPLAY_H
-#define BLAST_REPLAY_H
-
-#include "NvBlastExtSync.h"
-#include <chrono>
-
-using namespace Nv::Blast;
-
-class BlastReplay
-{
-public:
- BlastReplay();
- ~BlastReplay();
-
- bool isRecording() const
- {
- return m_isRecording;
- }
-
- bool isPlaying() const
- {
- return m_isPlaying;
- }
-
- bool hasRecord() const
- {
- return m_buffer.size() > 0;
- }
-
- size_t getEventCount() const
- {
- return isRecording() ? m_sync->getSyncBufferSize() : m_buffer.size();
- }
-
- uint32_t getCurrentEventIndex() const
- {
- return m_nextEventIndex;
- }
-
- void addFamily(TkFamily* family);
- void removeFamily(TkFamily* family);
-
- void startRecording(ExtPxManager& manager, bool syncFamily, bool syncPhysics);
- void stopRecording();
- void startPlayback(ExtPxManager& manager, TkGroup* group);
- void stopPlayback();
- void update();
- void reset();
-
-private:
- void clearBuffer();
-
- ExtPxManager* m_pxManager;
- TkGroup* m_group;
- std::chrono::steady_clock::time_point m_startTime;
- uint64_t m_firstEventTs;
- uint32_t m_nextEventIndex;
- bool m_isRecording;
- bool m_isPlaying;
- ExtSync* m_sync;
- std::vector<ExtSyncEvent*> m_buffer;
-};
-
-
-#endif // ifndef BLAST_REPLAY_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/Application.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/core/Application.cpp
deleted file mode 100644
index 81754e4..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/Application.cpp
+++ /dev/null
@@ -1,84 +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 "Application.h"
-#include <DirectXMath.h>
-#include "XInput.h"
-#include "DXUTMisc.h"
-
-
-Application::Application(DeviceManager* pDeviceManager)
-{
- m_deviceManager = pDeviceManager;
-}
-
-void Application::addControllerToFront(IApplicationController* controller)
-{
- m_controllers.push_back(controller);
- m_deviceManager->AddControllerToFront(controller);
-}
-
-int Application::init()
-{
- // FirstPersonCamera uses this timer, without it it will be FPS-dependent
- DXUTGetGlobalTimer()->Start();
-
- m_deviceManager->DeviceCreated();
- m_deviceManager->BackBufferResized();
-
- for (auto it = m_controllers.begin(); it != m_controllers.end(); it++)
- (*it)->onInitialize();
-
- for (auto it = m_controllers.begin(); it != m_controllers.end(); it++)
- (*it)->onSampleStart();
-
- m_deviceManager->SetVsyncEnabled(false);
-
- return 0;
-}
-
-int Application::run()
-{
- m_deviceManager->MessageLoop();
-
- return 0;
-}
-
-int Application::free()
-{
- for (auto it = m_controllers.rbegin(); it != m_controllers.rend(); it++)
- (*it)->onSampleStop();
-
- for (auto it = m_controllers.rbegin(); it != m_controllers.rend(); it++)
- (*it)->onTerminate();
-
- //m_deviceManager->Shutdown(); // destructor will call this function
- delete m_deviceManager;
-
- return 0;
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/Application.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/core/Application.h
deleted file mode 100644
index 3681eb3..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/Application.h
+++ /dev/null
@@ -1,75 +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.
-
-
-#ifndef APPLICATION_H
-#define APPLICATION_H
-
-#include <DeviceManager.h>
-#include <vector>
-#include <string>
-
-/**
-ISampleController adds more onstart and onstop callbacks to IVisualController
-*/
-class IApplicationController : public IVisualController
-{
- public:
- virtual void onInitialize() {}
- virtual void onSampleStart() {}
- virtual void onSampleStop() {}
- virtual void onTerminate() {}
-};
-
-
-/**
-Main manager which runs sample.
-You have to add controllers to it which will receive all the start, animate, render etc. callbacks.
-*/
-class Application
-{
-public:
- Application(DeviceManager* pDeviceManager);
- void addControllerToFront(IApplicationController* controller);
-
- const std::vector<IApplicationController*>& getControllers() const
- {
- return m_controllers;
- }
-
- int init();
- int run();
- int free();
-
-private:
- DeviceManager* m_deviceManager;
- std::vector<IApplicationController*> m_controllers;
-// std::wstring m_sampleName;
-};
-
-
-#endif //APPLICATION_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/DeviceManager.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/core/DeviceManager.cpp
deleted file mode 100644
index 78eefe8..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/DeviceManager.cpp
+++ /dev/null
@@ -1,796 +0,0 @@
-// TAGRELEASE: PUBLIC
-
-#include "DeviceManager.h"
-#include <WinUser.h>
-#include <Windows.h>
-#include <assert.h>
-#include <sstream>
-#include <algorithm>
-#include <vector>
-#include "GlobalSettings.h"
-
-#ifndef SAFE_RELEASE
-#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
-#endif
-
-#undef min
-#undef max
-
-namespace
-{
- bool IsNvDeviceID(UINT id)
- {
- return id == 0x10DE;
- }
-
- // Find an adapter whose name contains the given string.
- IDXGIAdapter* FindAdapter(const WCHAR* targetName, bool& isNv)
- {
- IDXGIAdapter* targetAdapter = NULL;
- IDXGIFactory* IDXGIFactory_0001 = NULL;
- HRESULT hres = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&IDXGIFactory_0001);
- if (hres != S_OK)
- {
- printf("ERROR in CreateDXGIFactory, %s@%d.\nFor more info, get log from debug D3D runtime: (1) Install DX SDK, and enable Debug D3D from DX Control Panel Utility. (2) Install and start DbgView. (3) Try running the program again.\n",__FILE__,__LINE__);
- return targetAdapter;
- }
-
- // changed by Junma Lixu
- std::vector<IDXGIAdapter*> adapters;
- // check current adapter first. EnumAdapters could fail on some device
- IDXGIAdapter* pAdapter = nullptr;
- ID3D11Device* pD3dDevice = nullptr;
- ID3D11DeviceContext* pD3dDeviceContext = nullptr;
- DWORD createDeviceFlags = D3D11_CREATE_DEVICE_DEBUG;
- D3D_FEATURE_LEVEL fl;
- // This following code is the robust way to get all possible feature levels while handling DirectX 11.0 systems:
- // please read https://blogs.msdn.microsoft.com/chuckw/2014/02/05/anatomy-of-direct3d-11-create-device/
- D3D_FEATURE_LEVEL lvl[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0,
- D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_2, D3D_FEATURE_LEVEL_9_1 };
- HRESULT hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr,
- createDeviceFlags, lvl, _countof(lvl),
- D3D11_SDK_VERSION, &pD3dDevice, &fl, &pD3dDeviceContext);
- if (pD3dDevice)
- {
- IDXGIDevice* dxgiDevice = nullptr;
- hr = pD3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
- if (SUCCEEDED(hr))
- {
- hr = dxgiDevice->GetAdapter(&pAdapter);
- if (pAdapter)
- {
- adapters.push_back(pAdapter);
- }
- SAFE_RELEASE(dxgiDevice);
- }
- SAFE_RELEASE(pD3dDeviceContext);
- SAFE_RELEASE(pD3dDevice);
- }
-
- // Enum Adapters
- unsigned int adapterNo = 0;
- while (SUCCEEDED(hres = IDXGIFactory_0001->EnumAdapters(adapterNo, (IDXGIAdapter**)&pAdapter)))
- {
- adapters.push_back(pAdapter);
- adapterNo++;
- }
- if (wcslen(targetName) != 0)
- {
- // find the adapter with specified name
- for (int i = 0; i < adapters.size(); ++i)
- {
- IDXGIAdapter* pAdapter = adapters[i];
- DXGI_ADAPTER_DESC aDesc;
- pAdapter->GetDesc(&aDesc);
- std::wstring aName = aDesc.Description;
- if (aName.find(targetName) != std::string::npos)
- {
- targetAdapter = pAdapter;
- isNv = IsNvDeviceID(aDesc.VendorId);
- }
- }
- }
- else
- {
- // no name specified, find one NV adapter
- for (int i = 0; i < adapters.size(); ++i)
- {
- IDXGIAdapter* pAdapter = adapters[i];
- DXGI_ADAPTER_DESC aDesc;
- pAdapter->GetDesc(&aDesc);
- std::wstring aName = aDesc.Description;
- if (IsNvDeviceID(aDesc.VendorId))
- {
- targetAdapter = pAdapter;
- isNv = true;
- }
- }
- }
- if (targetAdapter == nullptr)
- targetAdapter = adapters[0];
- for (int i = 0; i < adapters.size(); ++i)
- {
- IDXGIAdapter* pAdapter = adapters[i];
- if (pAdapter != targetAdapter)
- {
- pAdapter->Release();
- }
- }
-
- if (IDXGIFactory_0001)
- IDXGIFactory_0001->Release();
-
- return targetAdapter;
- }
-
- // Adjust window rect so that it is centred on the given adapter. Clamps to fit if it's too big.
- RECT MoveWindowOntoAdapter(IDXGIAdapter* targetAdapter, const RECT& rect)
- {
- assert(targetAdapter != NULL);
-
- RECT result = rect;
- HRESULT hres = S_OK;
- unsigned int outputNo = 0;
- while (SUCCEEDED(hres))
- {
- IDXGIOutput* pOutput = NULL;
- hres = targetAdapter->EnumOutputs(outputNo++, &pOutput);
-
- if (SUCCEEDED(hres) && pOutput)
- {
- DXGI_OUTPUT_DESC OutputDesc;
- pOutput->GetDesc( &OutputDesc );
- const RECT desktop = OutputDesc.DesktopCoordinates;
- const int centreX = (int) desktop.left + (int)(desktop.right - desktop.left) / 2;
- const int centreY = (int) desktop.top + (int)(desktop.bottom - desktop.top) / 2;
- const int winW = rect.right - rect.left;
- const int winH = rect.bottom - rect.top;
- int left = centreX - winW/2;
- int right = left + winW;
- int top = centreY - winH/2;
- int bottom = top + winH;
- result.left = std::max(left, (int) desktop.left);
- result.right = std::min(right, (int) desktop.right);
- result.bottom = std::min(bottom, (int) desktop.bottom);
- result.top = std::max(top, (int) desktop.top);
- pOutput->Release();
-
- // If there is more than one output, go with the first found. Multi-monitor support could go here.
- break;
- }
- }
- return result;
- }
-}
-
-HRESULT
-DeviceManager::CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params)
-{
- IDXGIAdapter* targetAdapter = FindAdapter(params.adapterNameSubstring, m_IsNvidia);
- if (targetAdapter)
- {
- RECT rect = { 0, 0, params.backBufferWidth, params.backBufferHeight };
- rect = MoveWindowOntoAdapter(targetAdapter, rect);
- }
- else
- {
- return E_FAIL;
- }
-
- HRESULT hr = E_FAIL;
-
- m_hWnd = params.hWnd;
-
- RECT clientRect;
- GetClientRect(m_hWnd, &clientRect);
- UINT width = clientRect.right - clientRect.left;
- UINT height = clientRect.bottom - clientRect.top;
-
- ZeroMemory(&m_SwapChainDesc, sizeof(m_SwapChainDesc));
- m_SwapChainDesc.BufferCount = params.swapChainBufferCount;
- m_SwapChainDesc.BufferDesc.Width = width;
- m_SwapChainDesc.BufferDesc.Height = height;
- m_SwapChainDesc.BufferDesc.Format = params.swapChainFormat;
- m_SwapChainDesc.BufferDesc.RefreshRate.Numerator = params.refreshRate;
- m_SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
- m_SwapChainDesc.BufferUsage = params.swapChainUsage;
- m_SwapChainDesc.OutputWindow = m_hWnd;
- m_SwapChainDesc.SampleDesc.Count = params.swapChainSampleCount;
- m_SwapChainDesc.SampleDesc.Quality = params.swapChainSampleQuality;
- m_SwapChainDesc.Windowed = !params.startFullscreen;
- m_SwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
-
- // The D3D documentation says that if adapter is non-null, driver type must be unknown. Why not put
- // this logic in the CreateDevice fns then?!?
- const D3D_DRIVER_TYPE dType = (targetAdapter)? D3D_DRIVER_TYPE_UNKNOWN: params.driverType;
-
- hr = D3D11CreateDeviceAndSwapChain(
- targetAdapter, // pAdapter
- dType, // DriverType
- NULL, // Software
- params.createDeviceFlags, // Flags
- &params.featureLevel, // pFeatureLevels
- 1, // FeatureLevels
- D3D11_SDK_VERSION, // SDKVersion
- &m_SwapChainDesc, // pSwapChainDesc
- &m_SwapChain, // ppSwapChain
- &m_Device, // ppDevice
- NULL, // pFeatureLevel
- &m_ImmediateContext // ppImmediateContext
- );
-
- if (targetAdapter)
- targetAdapter->Release();
-
- if(FAILED(hr))
- return hr;
-
- m_DepthStencilDesc.ArraySize = 1;
- m_DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- m_DepthStencilDesc.CPUAccessFlags = 0;
- m_DepthStencilDesc.Format = params.depthStencilFormat;
- m_DepthStencilDesc.Width = width;
- m_DepthStencilDesc.Height = height;
- m_DepthStencilDesc.MipLevels = 1;
- m_DepthStencilDesc.MiscFlags = 0;
- m_DepthStencilDesc.SampleDesc.Count = params.swapChainSampleCount;
- m_DepthStencilDesc.SampleDesc.Quality = 0;
- m_DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
-
- hr = CreateRenderTargetAndDepthStencil();
-
- return hr;
-}
-
-void
-DeviceManager::Shutdown()
-{
- if(m_SwapChain && GetWindowState() == kWindowFullscreen)
- m_SwapChain->SetFullscreenState(false, NULL);
-
- DeviceDestroyed();
-
- // changed by Junma Lixu
- //SAFE_RELEASE(m_BackBufferRTV);
- //SAFE_RELEASE(m_DepthStencilDSV);
- //SAFE_RELEASE(m_DepthStencilBuffer);
-
-// g_DeviceManagerInstance = NULL;
-
- // changed by Junma Lixu
- //SAFE_RELEASE(m_ImmediateContext);
- //SAFE_RELEASE(m_SwapChain);
-
-#if defined(DEBUG) || defined(_DEBUG)
- ID3D11Debug * d3dDebug = nullptr;
- if (nullptr != m_Device)
- {
- ID3D11DeviceContext* pCtx;
- m_Device->GetImmediateContext(&pCtx);
- pCtx->ClearState();
- pCtx->Flush();
- pCtx->Release();
- if (SUCCEEDED(m_Device->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast<void**>(&d3dDebug))))
- {
- d3dDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
- d3dDebug->Release();
- }
- }
-#endif
-
- // changed by Junma Lixu
- //SAFE_RELEASE(m_Device);
-
- if(m_hWnd)
- {
- DestroyWindow(m_hWnd);
- m_hWnd = NULL;
- }
-}
-
-HRESULT
-DeviceManager::CreateRenderTargetAndDepthStencil()
-{
- HRESULT hr;
-
- ID3D11Texture2D *backBuffer = NULL;
- hr = m_SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
- if (FAILED(hr))
- return hr;
-
- hr = m_Device->CreateRenderTargetView(backBuffer, NULL, &m_BackBufferRTV);
- backBuffer->Release();
- if (FAILED(hr))
- return hr;
-
- if(m_DepthStencilDesc.Format != DXGI_FORMAT_UNKNOWN)
- {
- hr = m_Device->CreateTexture2D(&m_DepthStencilDesc, NULL, &m_DepthStencilBuffer);
- if (FAILED(hr))
- return hr;
-
- hr = m_Device->CreateDepthStencilView(m_DepthStencilBuffer, NULL, &m_DepthStencilDSV);
- if (FAILED(hr))
- return hr;
- }
-
- return S_OK;
-}
-
-#include "SimpleScene.h"
-#include "RenderInterface.h"
-
-void
-DeviceManager::MessageLoop()
-{
- LARGE_INTEGER newTime;
- QueryPerformanceCounter(&newTime);
-
- double elapsedSeconds = (m_FixedFrameInterval >= 0)
- ? m_FixedFrameInterval
- : (double)(newTime.QuadPart - previousTime.QuadPart) / (double)perfFreq.QuadPart;
-
- if (m_SwapChain && GetWindowState() != kWindowMinimized)
- {
- Animate(elapsedSeconds);
- Render();
- Sleep(0);
- }
- else
- {
- // Release CPU resources when idle
- Sleep(1);
- }
-
- {
- m_vFrameTimes.push_back(elapsedSeconds);
- double timeSum = 0;
- for (auto it = m_vFrameTimes.begin(); it != m_vFrameTimes.end(); it++)
- timeSum += *it;
-
- if (timeSum > m_AverageTimeUpdateInterval)
- {
- m_AverageFrameTime = timeSum / (double)m_vFrameTimes.size();
- m_vFrameTimes.clear();
- }
- }
-
- previousTime = newTime;
-}
-
-LRESULT
-DeviceManager::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- switch(uMsg)
- {
- case WM_DESTROY:
- case WM_CLOSE:
- PostQuitMessage(0);
- return 0;
-
- case WM_SYSKEYDOWN:
- if(wParam == VK_F4)
- {
- PostQuitMessage(0);
- return 0;
- }
- break;
-
- case WM_ENTERSIZEMOVE:
- m_InSizingModalLoop = true;
- m_NewWindowSize.cx = m_SwapChainDesc.BufferDesc.Width;
- m_NewWindowSize.cy = m_SwapChainDesc.BufferDesc.Height;
- break;
-
- case WM_EXITSIZEMOVE:
- m_InSizingModalLoop = false;
- ResizeSwapChain();
- break;
-
- case WM_SIZE:
- // Ignore the WM_SIZE event if there is no device,
- // or if the window has been minimized (size == 0),
- // or if it has been restored to the previous size (this part is tested inside ResizeSwapChain)
- if (m_Device && (lParam != 0))
- {
- m_NewWindowSize.cx = LOWORD(lParam);
- m_NewWindowSize.cy = HIWORD(lParam);
-
- if(!m_InSizingModalLoop)
- ResizeSwapChain();
- }
- }
-
- if( uMsg >= WM_MOUSEFIRST && uMsg <= WM_MOUSELAST )
- {
- // processing messages front-to-back
- for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
- {
- if((*it)->IsEnabled())
- {
- // for kb/mouse messages, 0 means the message has been handled
- if(0 == (*it)->MsgProc(hWnd, uMsg, wParam, lParam))
- return 0;
- }
- }
- }
-
- if (uMsg >= WM_KEYFIRST && uMsg <= WM_KEYLAST)
- {
- return 0;
- }
-
- return DefWindowProc(hWnd, uMsg, wParam, lParam);
-}
-
-void
-DeviceManager::ResizeSwapChain()
-{
- // changed by Junma Lixu
- RenderPlugin* pPlugin = RenderPlugin::Instance();
- D3DHandles handles;
- SetWindowDeviceAndSwapChain(pPlugin->GetDeviceHandles(handles));
- BackBufferResized();
- return;
-
- if (m_NewWindowSize.cx == (LONG)m_SwapChainDesc.BufferDesc.Width &&
- m_NewWindowSize.cy == (LONG)m_SwapChainDesc.BufferDesc.Height)
- return;
-
- m_SwapChainDesc.BufferDesc.Width = m_NewWindowSize.cx;
- m_SwapChainDesc.BufferDesc.Height = m_NewWindowSize.cy;
-
- ID3D11RenderTargetView *nullRTV = NULL;
- m_ImmediateContext->OMSetRenderTargets(1, &nullRTV, NULL);
- SAFE_RELEASE(m_BackBufferRTV);
- SAFE_RELEASE(m_DepthStencilDSV);
- SAFE_RELEASE(m_DepthStencilBuffer);
-
- if (m_SwapChain)
- {
- // Resize the swap chain
- m_SwapChain->ResizeBuffers(m_SwapChainDesc.BufferCount, m_SwapChainDesc.BufferDesc.Width,
- m_SwapChainDesc.BufferDesc.Height, m_SwapChainDesc.BufferDesc.Format,
- m_SwapChainDesc.Flags);
-
- m_DepthStencilDesc.Width = m_NewWindowSize.cx;
- m_DepthStencilDesc.Height = m_NewWindowSize.cy;
-
- CreateRenderTargetAndDepthStencil();
-
- BackBufferResized();
- }
-}
-
-void
-DeviceManager::Render()
-{
- D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (float)m_SwapChainDesc.BufferDesc.Width, (float)m_SwapChainDesc.BufferDesc.Height, 0.0f, 1.0f };
-
- // rendering back-to-front
- for(auto it = m_vControllers.rbegin(); it != m_vControllers.rend(); it++)
- {
- if((*it)->IsEnabled())
- {
- m_ImmediateContext->OMSetRenderTargets(1, &m_BackBufferRTV, m_DepthStencilDSV);
- m_ImmediateContext->RSSetViewports(1, &viewport);
-
- (*it)->Render(m_Device, m_ImmediateContext, m_BackBufferRTV, m_DepthStencilDSV);
- }
- }
-
- m_ImmediateContext->OMSetRenderTargets(1, &m_BackBufferRTV, m_DepthStencilDSV);
- GlobalSettings::Inst().m_renderFrameCnt++;
-}
-
-void
-DeviceManager::Animate(double fElapsedTimeSeconds)
-{
- // front-to-back, but the order shouldn't matter
- for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
- {
- if((*it)->IsEnabled())
- {
- (*it)->Animate(fElapsedTimeSeconds);
- }
- }
-}
-
-void
-DeviceManager::DeviceCreated()
-{
- // creating resources front-to-back
- for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
- {
- (*it)->DeviceCreated(m_Device);
- }
-}
-
-void
-DeviceManager::DeviceDestroyed()
-{
- // releasing resources back-to-front
- for(auto it = m_vControllers.rbegin(); it != m_vControllers.rend(); it++)
- {
- (*it)->DeviceDestroyed();
- }
-}
-
-void
-DeviceManager::BackBufferResized()
-{
- if(m_SwapChain == NULL)
- return;
-
- DXGI_SURFACE_DESC backSD;
- backSD.Format = m_SwapChainDesc.BufferDesc.Format;
- backSD.Width = m_SwapChainDesc.BufferDesc.Width;
- backSD.Height = m_SwapChainDesc.BufferDesc.Height;
- backSD.SampleDesc = m_SwapChainDesc.SampleDesc;
-
- for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++)
- {
- (*it)->BackBufferResized(m_Device, &backSD);
- }
-}
-
-HRESULT
-DeviceManager::ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount)
-{
- HRESULT hr = E_FAIL;
-
- if((format == DXGI_FORMAT_UNKNOWN || format == m_SwapChainDesc.BufferDesc.Format) &&
- (sampleCount == 0 || sampleCount == m_SwapChainDesc.SampleDesc.Count))
- return S_FALSE;
-
- if(m_Device)
- {
- bool fullscreen = (GetWindowState() == kWindowFullscreen);
- if(fullscreen)
- m_SwapChain->SetFullscreenState(false, NULL);
-
- IDXGISwapChain* newSwapChain = NULL;
- DXGI_SWAP_CHAIN_DESC newSwapChainDesc = m_SwapChainDesc;
-
- if(format != DXGI_FORMAT_UNKNOWN)
- newSwapChainDesc.BufferDesc.Format = format;
- if(sampleCount != 0)
- newSwapChainDesc.SampleDesc.Count = sampleCount;
-
- IDXGIAdapter* pDXGIAdapter = GetDXGIAdapter();
-
- IDXGIFactory* pDXGIFactory = NULL;
- pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&pDXGIFactory));
-
- hr = pDXGIFactory->CreateSwapChain(m_Device, &newSwapChainDesc, &newSwapChain);
-
- pDXGIFactory->Release();
- pDXGIAdapter->Release();
-
- if (FAILED(hr))
- {
- if(fullscreen)
- m_SwapChain->SetFullscreenState(true, NULL);
-
- return hr;
- }
-
- SAFE_RELEASE(m_BackBufferRTV);
- SAFE_RELEASE(m_SwapChain);
- SAFE_RELEASE(m_DepthStencilBuffer);
- SAFE_RELEASE(m_DepthStencilDSV);
-
- m_SwapChain = newSwapChain;
- m_SwapChainDesc = newSwapChainDesc;
-
- m_DepthStencilDesc.SampleDesc.Count = sampleCount;
-
- if(fullscreen)
- m_SwapChain->SetFullscreenState(true, NULL);
-
- CreateRenderTargetAndDepthStencil();
- BackBufferResized();
- }
-
- return S_OK;
-}
-
-void
-DeviceManager::AddControllerToFront(IVisualController* pController)
-{
- m_vControllers.remove(pController);
- m_vControllers.push_front(pController);
-}
-
-void
-DeviceManager::AddControllerToBack(IVisualController* pController)
-{
- m_vControllers.remove(pController);
- m_vControllers.push_back(pController);
-}
-
-void
-DeviceManager::RemoveController(IVisualController* pController)
-{
- m_vControllers.remove(pController);
-}
-
-HRESULT
-DeviceManager::ResizeWindow(int width, int height)
-{
- if(m_SwapChain == NULL)
- return E_FAIL;
-
- RECT rect;
- GetWindowRect(m_hWnd, &rect);
-
- ShowWindow(m_hWnd, SW_RESTORE);
-
- if(!MoveWindow(m_hWnd, rect.left, rect.top, width, height, true))
- return E_FAIL;
-
- // No need to call m_SwapChain->ResizeBackBuffer because MoveWindow will send WM_SIZE, which calls that function.
-
- return S_OK;
-}
-
-#define WINDOW_STYLE_NORMAL (WS_OVERLAPPEDWINDOW | WS_VISIBLE)
-#define WINDOW_STYLE_FULLSCREEN (WS_POPUP | WS_SYSMENU | WS_VISIBLE)
-
-HRESULT
-DeviceManager::EnterFullscreenMode(int width, int height)
-{
- if(m_SwapChain == NULL)
- return E_FAIL;
-
- if(GetWindowState() == kWindowFullscreen)
- return S_FALSE;
-
- if(width <= 0 || height <= 0)
- {
- width = m_SwapChainDesc.BufferDesc.Width;
- height = m_SwapChainDesc.BufferDesc.Height;
- }
-
- SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_FULLSCREEN);
- MoveWindow(m_hWnd, 0, 0, width, height, true);
-
- HRESULT hr = m_SwapChain->SetFullscreenState(true, NULL);
-
- if(FAILED(hr))
- {
- SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_NORMAL);
- return hr;
- }
-
- UpdateWindow(m_hWnd);
- m_SwapChain->GetDesc(&m_SwapChainDesc);
-
- return S_OK;
-}
-
-HRESULT
-DeviceManager::LeaveFullscreenMode(int windowWidth, int windowHeight)
-{
- if(m_SwapChain == NULL)
- return E_FAIL;
-
- if(GetWindowState() != kWindowFullscreen)
- return S_FALSE;
-
- HRESULT hr = m_SwapChain->SetFullscreenState(false, NULL);
- if(FAILED(hr)) return hr;
-
- SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_NORMAL);
-
- if(windowWidth <= 0 || windowHeight <= 0)
- {
- windowWidth = m_SwapChainDesc.BufferDesc.Width;
- windowHeight = m_SwapChainDesc.BufferDesc.Height;
- }
-
- RECT rect = { 0, 0, windowWidth, windowHeight };
- AdjustWindowRect(&rect, WINDOW_STYLE_NORMAL, FALSE);
- MoveWindow(m_hWnd, 0, 0, rect.right - rect.left, rect.bottom - rect.top, true);
- UpdateWindow(m_hWnd);
-
- m_SwapChain->GetDesc(&m_SwapChainDesc);
-
- return S_OK;
-}
-
-HRESULT
-DeviceManager::ToggleFullscreen()
-{
- if(GetWindowState() == kWindowFullscreen)
- return LeaveFullscreenMode();
- else
- return EnterFullscreenMode();
-}
-
-DeviceManager::WindowState
-DeviceManager::GetWindowState()
-{
- if(m_SwapChain && !m_SwapChainDesc.Windowed)
- return kWindowFullscreen;
-
- if(m_hWnd == INVALID_HANDLE_VALUE)
- return kWindowNone;
-
- if(IsZoomed(m_hWnd))
- return kWindowMaximized;
-
- if(IsIconic(m_hWnd))
- return kWindowMinimized;
-
- return kWindowNormal;
-}
-
-HRESULT
-DeviceManager::GetDisplayResolution(int& width, int& height)
-{
- if(m_hWnd != INVALID_HANDLE_VALUE)
- {
- HMONITOR monitor = MonitorFromWindow(m_hWnd, MONITOR_DEFAULTTOPRIMARY);
- MONITORINFO info;
- info.cbSize = sizeof(MONITORINFO);
-
- if(GetMonitorInfo(monitor, &info))
- {
- width = info.rcMonitor.right - info.rcMonitor.left;
- height = info.rcMonitor.bottom - info.rcMonitor.top;
- return S_OK;
- }
- }
-
- return E_FAIL;
-}
-
-IDXGIAdapter*
-DeviceManager::GetDXGIAdapter()
-{
- if(!m_Device)
- return NULL;
-
- IDXGIDevice* pDXGIDevice = NULL;
- m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&pDXGIDevice));
-
- IDXGIAdapter* pDXGIAdapter = NULL;
- pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&pDXGIAdapter));
-
- pDXGIDevice->Release();
-
- return pDXGIAdapter;
-}
-
-// added by Junma Lixu
-void
-DeviceManager::SetWindowHandle(HWND hWnd)
-{
- m_hWnd = hWnd;
-}
-
-HRESULT
-DeviceManager::SetWindowDeviceAndSwapChain(D3DHandles& deviceHandles)
-{
- ID3D11Device* pDevice = (ID3D11Device*)(deviceHandles.pDevice);
- ID3D11DeviceContext* pImmediateContext = (ID3D11DeviceContext*)(deviceHandles.pDeviceContext);
- if (pDevice == nullptr || pImmediateContext == nullptr)
- {
- return E_FAIL;
- }
-
- m_Device = pDevice;
- m_ImmediateContext = pImmediateContext;
- m_SwapChain = deviceHandles.pDXGISwapChain;
- HRESULT res0 = m_SwapChain->GetDesc(&m_SwapChainDesc);
- assert(m_SwapChainDesc.OutputWindow == m_hWnd);
-
- m_BackBufferRTV = (ID3D11RenderTargetView*)deviceHandles.pD3D11RenderTargetView;
- m_DepthStencilBuffer = (ID3D11Texture2D*)deviceHandles.pD3D11DepthBuffer;
- m_DepthStencilDSV = (ID3D11DepthStencilView*)deviceHandles.pD3D11DepthStencilView;
- m_DepthStencilBuffer->GetDesc(&m_DepthStencilDesc);
-
- return S_OK;
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/DeviceManager.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/core/DeviceManager.h
deleted file mode 100644
index bd6f7e2..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/DeviceManager.h
+++ /dev/null
@@ -1,179 +0,0 @@
-// TAGRELEASE: PUBLIC
-
-#pragma once
-#include <Windows.h>
-#include <DXGI.h>
-#include <D3D11.h>
-#include <list>
-// added by Junma Lixu
-#include "RenderPlugin.h"
-
-struct DeviceCreationParameters
-{
- bool startMaximized;
- bool startFullscreen;
- int backBufferWidth;
- int backBufferHeight;
- int refreshRate;
- int swapChainBufferCount;
- DXGI_FORMAT swapChainFormat;
- DXGI_FORMAT depthStencilFormat;
- DXGI_USAGE swapChainUsage;
- int swapChainSampleCount;
- int swapChainSampleQuality;
- UINT createDeviceFlags;
- D3D_DRIVER_TYPE driverType;
- D3D_FEATURE_LEVEL featureLevel;
- HWND hWnd;
-
- // For use in the case of multiple adapters. If this is non-null, device creation will try to match
- // the given string against an adapter name. If the specified string exists as a sub-string of the
- // adapter name, the device and window will be created on that adapter. Case sensitive.
- const WCHAR* adapterNameSubstring;
-
- DeviceCreationParameters()
- : startMaximized(false)
- , startFullscreen(false)
- , backBufferWidth(1280)
- , backBufferHeight(720)
- , refreshRate(0)
- , swapChainBufferCount(1)
- , swapChainFormat(DXGI_FORMAT_R8G8B8A8_UNORM)
- , depthStencilFormat(DXGI_FORMAT_D24_UNORM_S8_UINT)
- , swapChainUsage(DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT)
- , swapChainSampleCount(1)
- , swapChainSampleQuality(0)
- , createDeviceFlags(0)
- , driverType(D3D_DRIVER_TYPE_HARDWARE)
- , featureLevel(D3D_FEATURE_LEVEL_11_0)
- , adapterNameSubstring(L"")
- , hWnd(0)
- { }
-};
-
-#pragma warning(push)
-#pragma warning(disable: 4100) // unreferenced formal parameter
-class IVisualController
-{
-private:
- bool m_Enabled;
-public:
- IVisualController() : m_Enabled(true) { }
-
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { return 1; }
- virtual void Render(ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11DepthStencilView* pDSV) { }
- virtual void Animate(double fElapsedTimeSeconds) { }
- virtual HRESULT DeviceCreated(ID3D11Device* pDevice) { return S_OK; }
- virtual void DeviceDestroyed() { }
- virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc) { }
-
- virtual void EnableController() { m_Enabled = true; }
- virtual void DisableController() { m_Enabled = false; }
- virtual bool IsEnabled() { return m_Enabled; }
-};
-#pragma warning(pop)
-
-struct D3DHandles;
-
-class DeviceManager
-{
-public:
- enum WindowState
- {
- kWindowNone,
- kWindowNormal,
- kWindowMinimized,
- kWindowMaximized,
- kWindowFullscreen
- };
-
-protected:
- ID3D11Device* m_Device;
- ID3D11DeviceContext* m_ImmediateContext;
- IDXGISwapChain* m_SwapChain;
- ID3D11RenderTargetView* m_BackBufferRTV;
- ID3D11Texture2D* m_DepthStencilBuffer;
- ID3D11DepthStencilView* m_DepthStencilDSV;
- DXGI_SWAP_CHAIN_DESC m_SwapChainDesc;
- D3D11_TEXTURE2D_DESC m_DepthStencilDesc;
- bool m_IsNvidia;
- HWND m_hWnd;
- std::list<IVisualController*> m_vControllers;
- std::wstring m_WindowTitle;
- double m_FixedFrameInterval;
- UINT m_SyncInterval;
- std::list<double> m_vFrameTimes;
- double m_AverageFrameTime;
- double m_AverageTimeUpdateInterval;
- bool m_InSizingModalLoop;
- SIZE m_NewWindowSize;
- LARGE_INTEGER perfFreq, previousTime;
-private:
- HRESULT CreateRenderTargetAndDepthStencil();
- void ResizeSwapChain();
-public:
-
- DeviceManager()
- : m_Device(NULL)
- , m_ImmediateContext(NULL)
- , m_SwapChain(NULL)
- , m_BackBufferRTV(NULL)
- , m_DepthStencilBuffer(NULL)
- , m_DepthStencilDSV(NULL)
- , m_IsNvidia(false)
- , m_hWnd(NULL)
- , m_WindowTitle(L"")
- , m_FixedFrameInterval(-1)
- , m_SyncInterval(0)
- , m_AverageFrameTime(0)
- , m_AverageTimeUpdateInterval(0.5)
- , m_InSizingModalLoop(false)
- {
- QueryPerformanceFrequency(&perfFreq);
- QueryPerformanceCounter(&previousTime);
- }
-
- virtual ~DeviceManager()
- { Shutdown(); }
-
- virtual HRESULT CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params);
- virtual HRESULT ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount);
- virtual HRESULT ResizeWindow(int width, int height);
- virtual HRESULT EnterFullscreenMode(int width = 0, int height = 0);
- virtual HRESULT LeaveFullscreenMode(int windowWidth = 0, int windowHeight = 0);
- virtual HRESULT ToggleFullscreen();
-
- virtual void Shutdown();
- virtual void MessageLoop();
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Render();
- virtual void Animate(double fElapsedTimeSeconds);
- virtual void DeviceCreated();
- virtual void DeviceDestroyed();
- virtual void BackBufferResized();
-
- void AddControllerToFront(IVisualController* pController);
- void AddControllerToBack(IVisualController* pController);
- void RemoveController(IVisualController* pController);
-
- void SetFixedFrameInterval(double seconds) { m_FixedFrameInterval = seconds; }
- void DisableFixedFrameInterval() { m_FixedFrameInterval = -1; }
-
- bool IsNvidia() const { return m_IsNvidia; }
- HWND GetHWND() { return m_hWnd; }
- ID3D11Device* GetDevice() { return m_Device; }
- WindowState GetWindowState();
- bool GetVsyncEnabled() { return m_SyncInterval > 0; }
- void SetVsyncEnabled(bool enabled) { m_SyncInterval = enabled ? 1 : 0; }
- HRESULT GetDisplayResolution(int& width, int& height);
- IDXGIAdapter* GetDXGIAdapter();
- double GetAverageFrameTime() { return m_AverageFrameTime; }
- void SetAverageTimeUpdateInterval(double value) { m_AverageTimeUpdateInterval = value; }
-
- // added by Junma Lixu
- void SetWindowHandle(HWND hWnd);
- virtual HRESULT SetWindowDeviceAndSwapChain(D3DHandles& pDeviceHandles);
-};
-
-
-DeviceManager* GetDeviceManager();
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleController.cpp
deleted file mode 100644
index cd8ea4c..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleController.cpp
+++ /dev/null
@@ -1,85 +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 "SampleController.h"
-#include "SceneController.h"
-#include "CommonUIController.h"
-#include "BlastController.h"
-#include "PhysXController.h"
-#include "Renderer.h"
-
-#include "imgui.h"
-
-SampleController::SampleController()
-{
-}
-
-SampleController::~SampleController()
-{
-}
-
-void SampleController::onSampleStart()
-{
- // start with GPU physics by default
- setUseGPUPhysics(true);
-}
-
-
-void SampleController::setUseGPUPhysics(bool useGPUPhysics)
-{
- if (!getPhysXController().getGPUPhysicsAvailable())
- {
- useGPUPhysics = false;
- }
-
- if (getPhysXController().getUseGPUPhysics() == useGPUPhysics)
- {
- return;
- }
-
- int assetNum = getSceneController().releaseAll();
-
- getBlastController().notifyPhysXControllerRelease();
- getPhysXController().setUseGPUPhysics(useGPUPhysics);
- getBlastController().reinitialize();
-
- getRenderer().clearQueue();
-
- getSceneController().spawnAsset(assetNum);
-}
-
-
-void SampleController::drawPhysXGpuUI()
-{
- // GPU Physics
- bool useGPU = getPhysXController().getUseGPUPhysics();
- if (ImGui::Checkbox("Use GPU Physics", &useGPU))
- {
- getCommonUIController().addDelayedCall([=]() { setUseGPUPhysics(useGPU); }, "Loading...");
- }
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleController.h
deleted file mode 100644
index 6d478c1..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleController.h
+++ /dev/null
@@ -1,80 +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.
-
-
-#ifndef SAMPLE_CONTROLLER_H
-#define SAMPLE_CONTROLLER_H
-
-#include "SampleManager.h"
-
-class SampleController : public ISampleController
-{
-public:
- SampleController();
- virtual ~SampleController();
-
- virtual void onSampleStart();
- void drawPhysXGpuUI();
-
-private:
- SampleController& operator= (SampleController&);
-
-
- //////// used controllers ////////
-
- PhysXController& getPhysXController() const
- {
- return getManager()->getPhysXController();
- }
-
- BlastController& getBlastController() const
- {
- return getManager()->getBlastController();
- }
-
- SceneController& getSceneController() const
- {
- return getManager()->getSceneController();
- }
-
- CommonUIController& getCommonUIController() const
- {
- return getManager()->getCommonUIController();
- }
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
-
- //////// private methods ////////
-
- void setUseGPUPhysics(bool useGPUPhysics);
-};
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleManager.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleManager.cpp
deleted file mode 100644
index f26fdb3..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleManager.cpp
+++ /dev/null
@@ -1,3179 +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 "AppMainWindow.h"
-#include "GlobalSettings.h"
-#include <QtCore/QFileInfo>
-#include <QtCore/QDir>
-#include "NvBlastExtAuthoringTypes.h"
-#include "NvBlastExtAuthoringFractureTool.h"
-#include "NvBlastExtAuthoringBondGenerator.h"
-#include "NvBlastIndexFns.h"
-
-#include "SampleManager.h"
-
-#include "Utils.h"
-
-#include "Renderer.h"
-#include "PhysXController.h"
-#include "BlastController.h"
-#include "CommonUIController.h"
-#include "DamageToolController.h"
-#include "SelectionToolController.h"
-#include "ExplodeToolController.h"
-#include "GizmoToolController.h"
-#include "EditionToolController.h"
-#include "SceneController.h"
-#include "SampleController.h"
-
-#include "tclap/CmdLine.h"
-#include "PxPhysics.h"
-#include "PsFileBuffer.h"
-#include "NvBlast.h"
-#include "NvBlastExtAuthoringCollisionBuilder.h"
-#include "NvBlastExtPxAsset.h"
-#include "BlastFractureTool.h"
-#include <set>
-#include "MaterialLibraryPanel.h"
-#include "MaterialAssignmentsPanel.h"
-#include "ViewerOutput.h"
-
-#include "NvBlastTkAsset.h"
-#include "BlastAssetModelSimple.h"
-#include "CorelibUtils.h"
-#include "BlastAssetModel.h"
-#include "SimpleScene.h"
-#include "FileReferencesPanel.h"
-#include "BlastPlugin.h"
-#include "BlastToolBar.h"
-#include "NvBlastExtAuthoring.h"
-#include "NvBlastExtExporter.h"
-using namespace physx;
-
-const uint32_t DEFAULT_VORONOI_UNIFORM_SITES_NUMBER = 5;
-physx::PxFoundation* foundation = nullptr;
-physx::PxPhysics* physics = nullptr;
-physx::PxCooking* cooking = nullptr;
-Nv::Blast::ExtPxManager* physicsManager = nullptr;
-SampleManager* sSampleManager = nullptr;
-
-class SimpleRandomGenerator : public RandomGeneratorBase
-{
-public:
- SimpleRandomGenerator() {
- remember = false;
- };
-
- virtual float getRandomValue()
- {
- float r = (float)rand();
- r = r / RAND_MAX;
- return r;
- }
-
- virtual float getExponential(float lambda)
- {
- return -1.0f / lambda * log(1 - getRandomValue());
- }
-
- virtual void seed(int32_t seed)
- {
- srand(seed);
- }
-
- virtual ~SimpleRandomGenerator() {};
-
-private:
- bool remember;
-};
-static SimpleRandomGenerator sRandomGenerator;
-
-void loggingCallback(int type, const char* msg, const char* file, int line)
-{
- (void)type;
-
- std::cout << msg << " FILE:" << file << " Line: " << line << "\n";
-}
-
-void buildPxChunks(const std::vector<std::vector<Triangle>>& chunkGeometry, std::vector<ExtPxAssetDesc::ChunkDesc>& pxChunks,
- std::vector<ExtPxAssetDesc::SubchunkDesc>& pxSubchunks, std::vector<bool>& statics)
-{
- std::shared_ptr<Nv::Blast::ConvexMeshBuilder> collisionBuilder(
- NvBlastExtAuthoringCreateConvexMeshBuilder(cooking, &physics->getPhysicsInsertionCallback()),
- [](Nv::Blast::ConvexMeshBuilder* cmb) {cmb->release(); });
-
- pxChunks.resize(chunkGeometry.size());
- pxSubchunks.resize(chunkGeometry.size());
-
- for (uint32_t i = 0; i < chunkGeometry.size(); ++i)
- {
- std::vector<physx::PxVec3> vertices;
- for (uint32_t p = 0; p < chunkGeometry[i].size(); ++p)
- {
- vertices.push_back(chunkGeometry[i][p].a.p);
- vertices.push_back(chunkGeometry[i][p].b.p);
- vertices.push_back(chunkGeometry[i][p].c.p);
- }
- pxSubchunks[i].transform = physx::PxTransform(physx::PxIdentity);
- pxSubchunks[i].geometry = physx::PxConvexMeshGeometry(
- collisionBuilder.get()->buildConvexMesh(*collisionBuilder.get()->buildCollisionGeometry((uint32_t)vertices.size(), vertices.data())));
- pxChunks[i].isStatic = statics.size() == 0 ? false : statics[i];
- pxChunks[i].subchunkCount = 1;
- pxChunks[i].subchunks = &pxSubchunks[i];
- }
-
- // only effect when chunk is support
- pxChunks[0].isStatic = true;
-}
-
-void saveFractureToObj(std::vector<std::vector<Triangle> > chunksGeometry, std::string name, std::string path)
-{
- std::vector<std::string> materialNames(2);
- std::vector<std::string> materialPaths(2);
- float diffuseColor[2][4];
-
- SampleManager* pSampleManager = SampleManager::ins();
- BlastAsset* pCurBlastAsset = nullptr;
- int nCurIndex = -1;
- pSampleManager->getCurrentSelectedInstance(&pCurBlastAsset, nCurIndex);
- if (pCurBlastAsset != nullptr && nCurIndex != -1)
- {
- pSampleManager->getMaterialForCurrentFamily(materialNames[0], true);
- pSampleManager->getMaterialForCurrentFamily(materialNames[1], false);
-
- BPPGraphicsMaterial* pMaterialEx = BlastProject::ins().getGraphicsMaterial(materialNames[0].c_str());
- BPPGraphicsMaterial* pMaterialIn = BlastProject::ins().getGraphicsMaterial(materialNames[1].c_str());
-
- diffuseColor[0][0] = pMaterialEx->diffuseColor.x;
- diffuseColor[0][1] = pMaterialEx->diffuseColor.y;
- diffuseColor[0][2] = pMaterialEx->diffuseColor.z;
- diffuseColor[0][3] = pMaterialEx->diffuseColor.w;
- if (pMaterialEx->diffuseTextureFilePath != nullptr)
- {
- materialPaths[0] = pMaterialEx->diffuseTextureFilePath;
- }
-
- if (pMaterialIn == nullptr)
- {
- pMaterialIn = pMaterialEx;
- }
-
- diffuseColor[1][0] = pMaterialIn->diffuseColor.x;
- diffuseColor[1][1] = pMaterialIn->diffuseColor.y;
- diffuseColor[1][2] = pMaterialIn->diffuseColor.z;
- diffuseColor[1][3] = pMaterialIn->diffuseColor.w;
- if (pMaterialIn->diffuseTextureFilePath != nullptr)
- {
- materialPaths[1] = pMaterialIn->diffuseTextureFilePath;
- }
- }
- else
- {
- MaterialAssignmentsPanel* pMaterialAssignmentsPanel = MaterialAssignmentsPanel::ins();
- pMaterialAssignmentsPanel->getMaterialNameAndPaths(materialNames, materialPaths);
-
- if (materialPaths[0] == "")
- {
- RenderMaterial* pMaterialEx = RenderMaterial::getDefaultRenderMaterial();
- pMaterialEx->getDiffuseColor(diffuseColor[0][0], diffuseColor[0][1], diffuseColor[0][2], diffuseColor[0][3]);
- }
- if (materialPaths[1] == "")
- {
- RenderMaterial* pMaterialIn = RenderMaterial::getDefaultRenderMaterial();
- pMaterialIn->getDiffuseColor(diffuseColor[1][0], diffuseColor[1][1], diffuseColor[1][2], diffuseColor[1][3]);
- }
- }
-
- uint32_t submeshCount = 2;
- // export materials (mtl file)
- {
- std::string mtlFilePath = GlobalSettings::MakeFileName(path.c_str(), std::string(name + ".mtl").c_str());
- FILE* f = fopen(mtlFilePath.c_str(), "w");
- if (!f)
- return;
-
- for (uint32_t submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex)
- {
- // Add By Lixu Begin
- std::string& matName = materialNames[submeshIndex];
- fprintf(f, "newmtl %s\n", matName.size()? matName.c_str() : "neverMat123XABCnever"); // this speical string is also used in another BlastModel.cpp.
- // Add By Lixu End
- fprintf(f, "\tmap_Kd %s\n", materialPaths[submeshIndex].c_str());
- fprintf(f, "\tKd %f %f %f\n", diffuseColor[submeshIndex][0], diffuseColor[submeshIndex][1], diffuseColor[submeshIndex][2]);
- fprintf(f, "\n");
- }
-
- fclose(f);
- }
-
- {
- std::string objFilePath = GlobalSettings::MakeFileName(path.c_str(), std::string(name + ".obj").c_str());
- FILE* outStream = fopen(objFilePath.c_str(), "w");
-
- fprintf(outStream, "mtllib %s.mtl\n", name.c_str());
- fprintf(outStream, "o frac \n");
-
-
- for (uint32_t vc = 0; vc < chunksGeometry.size(); ++vc)
- {
- std::vector<Triangle>& chunk = chunksGeometry[vc];
- for (uint32_t i = 0; i < chunk.size(); ++i)
- {
- fprintf(outStream, "v %lf %lf %lf\n", chunk[i].a.p.x, chunk[i].a.p.y, chunk[i].a.p.z);
- fprintf(outStream, "v %lf %lf %lf\n", chunk[i].b.p.x, chunk[i].b.p.y, chunk[i].b.p.z);
- fprintf(outStream, "v %lf %lf %lf\n", chunk[i].c.p.x, chunk[i].c.p.y, chunk[i].c.p.z);
- }
-
- for (uint32_t i = 0; i < chunk.size(); ++i)
- {
- fprintf(outStream, "vt %lf %lf \n", chunk[i].a.uv[0].x, chunk[i].a.uv[0].y);
- fprintf(outStream, "vt %lf %lf \n", chunk[i].b.uv[0].x, chunk[i].b.uv[0].y);
- fprintf(outStream, "vt %lf %lf \n", chunk[i].c.uv[0].x, chunk[i].c.uv[0].y);
- }
-
- for (uint32_t i = 0; i < chunk.size(); ++i)
- {
- fprintf(outStream, "vn %lf %lf %lf\n", chunk[i].a.n.x, chunk[i].a.n.y, chunk[i].a.n.z);
- fprintf(outStream, "vn %lf %lf %lf\n", chunk[i].b.n.x, chunk[i].b.n.y, chunk[i].b.n.z);
- fprintf(outStream, "vn %lf %lf %lf\n", chunk[i].c.n.x, chunk[i].c.n.y, chunk[i].c.n.z);
- }
- }
- int indx = 1;
- for (uint32_t vc = 0; vc < chunksGeometry.size(); ++vc)
- {
- fprintf(outStream, "g %d_%d \n", vc, 0);
- fprintf(outStream, "usemtl %s\n", materialNames[0].c_str());
- int totalSize = chunksGeometry[vc].size();
- std::vector<int> internalSurfaces;
- for (uint32_t i = 0; i < totalSize; ++i)
- {
- if (chunksGeometry[vc][i].materialId != 0)
- {
- internalSurfaces.push_back(indx++);
- internalSurfaces.push_back(indx++);
- internalSurfaces.push_back(indx++);
- continue;
- }
- fprintf(outStream, "f %d/%d/%d ", indx, indx, indx);
- indx++;
- fprintf(outStream, "%d/%d/%d ", indx, indx, indx);
- indx++;
- fprintf(outStream, "%d/%d/%d \n", indx, indx, indx);
- indx++;
- }
- int internalSize = internalSurfaces.size();
- if (internalSize > 0)
- {
- fprintf(outStream, "g %d_%d \n", vc, 1);
- fprintf(outStream, "usemtl %s\n", materialNames[1].c_str());
- int isIndex;
- for (uint32_t is = 0; is < internalSize;)
- {
- isIndex = internalSurfaces[is++];
- fprintf(outStream, "f %d/%d/%d ", isIndex, isIndex, isIndex);
- isIndex = internalSurfaces[is++];
- fprintf(outStream, "%d/%d/%d ", isIndex, isIndex, isIndex);
- isIndex = internalSurfaces[is++];
- fprintf(outStream, "%d/%d/%d \n", isIndex, isIndex, isIndex);
- }
- }
- }
- fclose(outStream);
- }
-}
-
-#include "NvBlastExtLlSerialization.h"
-#include "NvBlastExtTkSerialization.h"
-#include "NvBlastExtPxSerialization.h"
-#include "NvBlastExtSerialization.h"
-
-bool saveBlastObject(const std::string& outputDir, const std::string& objectName, const void* object, uint32_t objectTypeID)
-{
- ExtSerialization* mSerialization = SampleManager::ins()->getBlastController().getExtSerialization();
-
- void* buffer;
- const uint64_t bufferSize = mSerialization->serializeIntoBuffer(buffer, object, objectTypeID);
- if (bufferSize == 0)
- {
- std::cerr << "saveBlastObject: Serialization failed.\n";
- return false;
- }
-
- // Add By Lixu Begin
- physx::PsFileBuffer fileBuf((outputDir + "/" + objectName).c_str(), physx::PxFileBuf::OPEN_WRITE_ONLY);
- // Add By Lixu End
-
- bool result = fileBuf.isOpen();
-
- if (!result)
- {
- std::cerr << "Can't open output buffer.\n";
- }
- else
- {
- result = (bufferSize == (size_t)fileBuf.write(buffer, (uint32_t)bufferSize));
- if (!result)
- {
- std::cerr << "Buffer write failed.\n";
- }
- fileBuf.close();
- }
-
- NVBLAST_FREE(buffer);
-
- return result;
-}
-
-bool saveLlAsset(const std::string& outputDir, const std::string& objectName, const NvBlastAsset* assetLL)
-{
- return saveBlastObject(outputDir, objectName, assetLL, LlObjectTypeID::Asset);
-}
-
-bool saveTkAsset(const std::string& outputDir, const std::string& objectName, const TkAsset* tkAsset)
-{
- return saveBlastObject(outputDir, objectName, tkAsset, TkObjectTypeID::Asset);
-}
-
-bool saveExtAsset(const std::string& outputDir, const std::string& objectName, const ExtPxAsset* pxAsset)
-{
- return saveBlastObject(outputDir, objectName, pxAsset, ExtPxObjectTypeID::Asset);
-}
-
-void FractureExecutor::setSourceAsset(BlastAsset* blastAsset)
-{
- assert(m_fractureTool);
- m_fractureTool->setSourceAsset(blastAsset);
- m_pCurBlastAsset = blastAsset;
-}
-
-VoronoiFractureExecutor::VoronoiFractureExecutor()
-: m_voronoi(nullptr)
-{
- if (sSampleManager)
- m_fractureTool = sSampleManager->m_fTool;
-}
-
-bool VoronoiFractureExecutor::execute()
-{
- std::vector<uint32_t>::iterator it;
- for (it = m_chunkIds.begin(); it != m_chunkIds.end(); it++)
- {
- Nv::Blast::Mesh* mesh = m_fractureTool->getSourceMesh(*it);
- if (mesh == nullptr)
- continue;
-
- VoronoiSitesGenerator* siteGenerator = NvBlastExtAuthoringCreateVoronoiSitesGenerator(mesh, m_randomGenerator == nullptr ? &sRandomGenerator : m_randomGenerator);
- if (m_voronoi)
- {
-// siteGenerator = new VoronoiSitesGenerator(mesh, m_randomGenerator == nullptr ? &sRandomGenerator : m_randomGenerator);
- if (0 == m_voronoi->siteGeneration)
- {
- siteGenerator->uniformlyGenerateSitesInMesh(m_voronoi->numSites);
- }
- else if (1 == m_voronoi->siteGeneration)
- {
- siteGenerator->clusteredSitesGeneration(m_voronoi->numberOfClusters, m_voronoi->sitesPerCluster, m_voronoi->clusterRadius);
- }
- }
- else
- {
-// siteGenerator = new VoronoiSitesGenerator(mesh, m_randomGenerator == nullptr ? &sRandomGenerator : m_randomGenerator);
- siteGenerator->uniformlyGenerateSitesInMesh(DEFAULT_VORONOI_UNIFORM_SITES_NUMBER);
- }
-
- const physx::PxVec3* sites = nullptr;
- uint32_t sitesCount = siteGenerator->getVoronoiSites(sites);
- m_fractureTool->voronoiFracturing(*it, sitesCount, sites, false);
- delete siteGenerator;
- }
- m_fractureTool->finalizeFracturing();
-
- std::vector<bool> supports;
- std::vector<bool> statics;
- std::vector<uint8_t> joints;
- std::vector<uint32_t> worlds;
- BlastAsset* pNewBlastAsset = sSampleManager->_replaceAsset(m_pCurBlastAsset, supports, statics, joints, worlds);
- if (nullptr == pNewBlastAsset)
- {
- return false;
- }
-
- std::vector<uint32_t> NewChunkIndexes;
- for (uint32_t ci = 0; ci < m_fractureTool->getChunkCount(); ci++)
- {
- for (uint32_t chunkId : m_chunkIds)
- {
- if (m_fractureTool->getChunkInfo(ci).parent == chunkId)
- {
- NewChunkIndexes.push_back(ci);
- }
- }
- }
-
- sSampleManager->ApplyAutoSelectNewChunks(pNewBlastAsset, NewChunkIndexes);
-
- return true;
-}
-
-SliceFractureExecutor::SliceFractureExecutor()
-: m_slice(nullptr)
-{
- if (sSampleManager)
- m_fractureTool = sSampleManager->m_fTool;
-}
-
-bool SliceFractureExecutor::execute()
-{
- SlicingConfiguration config;
- if (m_slice)
- {
- config.x_slices = m_slice->numSlicesX;
- config.y_slices = m_slice->numSlicesY;
- config.z_slices = m_slice->numSlicesZ;
- config.offset_variations = m_slice->offsetVariation;
- config.angle_variations = m_slice->rotationVariation;
- config.noiseAmplitude = m_slice->noiseAmplitude;
- config.noiseFrequency = m_slice->noiseFrequency;
- config.noiseOctaveNumber = m_slice->noiseOctaveNumber;
- config.surfaceResolution = m_slice->surfaceResolution;
- }
-
- if (m_randomGenerator == nullptr)
- {
- sRandomGenerator.seed(m_slice->noiseSeed);
- }
- else
- {
- m_randomGenerator->seed(m_slice->noiseSeed);
- }
-
- std::vector<uint32_t>::iterator it;
- for (it = m_chunkIds.begin(); it != m_chunkIds.end(); it++)
- {
- m_fractureTool->slicing(*it, config, false, (m_randomGenerator == nullptr ? &sRandomGenerator : m_randomGenerator));
- }
- m_fractureTool->finalizeFracturing();
-
- std::vector<bool> supports;
- std::vector<bool> statics;
- std::vector<uint8_t> joints;
- std::vector<uint32_t> worlds;
- BlastAsset* pNewBlastAsset = sSampleManager->_replaceAsset(m_pCurBlastAsset, supports, statics, joints, worlds);
- if (nullptr == pNewBlastAsset)
- {
- return false;
- }
-
- std::vector<uint32_t> NewChunkIndexes;
- for (uint32_t ci = 0; ci < m_fractureTool->getChunkCount(); ci++)
- {
- for (uint32_t chunkId : m_chunkIds)
- {
- if (m_fractureTool->getChunkInfo(ci).parent == chunkId)
- {
- NewChunkIndexes.push_back(ci);
- }
- }
- }
-
- sSampleManager->ApplyAutoSelectNewChunks(pNewBlastAsset, NewChunkIndexes);
-
- return true;
-}
-
-static VoronoiFractureExecutor sVoronoiFracture;
-
-SampleManager* SampleManager::ins()
-{
- return sSampleManager;
-}
-
-SampleManager::SampleManager(DeviceManager* pDeviceManager)
-{
- sSampleManager = this;
- m_bNeedRefreshTree = false;
-
- m_renderer = new Renderer();
- m_physXController = new PhysXController(ExtImpactDamageManager::FilterShader);
- m_blastController = new BlastController();
- m_sceneController = new SceneController();
- m_damageToolController = new DamageToolController();
- m_selectionToolController = new SelectionToolController();
- m_explodeToolController = new ExplodeToolController();
- m_gizmoToolController = new GizmoToolController();
- m_editionToolController = new EditionToolController();
- m_sampleController = new SampleController();
- m_commonUIController = nullptr; // new CommonUIController();
-
- m_pApplication = new Application(pDeviceManager);
-
- Application& app = *m_pApplication;
-
- app.addControllerToFront(m_renderer);
- app.addControllerToFront(m_physXController);
- app.addControllerToFront(m_blastController);
- app.addControllerToFront(m_sceneController);
- app.addControllerToFront(m_damageToolController);
- app.addControllerToFront(m_selectionToolController);
- app.addControllerToFront(m_explodeToolController);
- app.addControllerToFront(m_gizmoToolController);
-// app.addControllerToFront(m_editionToolController);
- app.addControllerToFront(m_sampleController);
-// app.addControllerToFront(m_commonUIController);
-
- for (IApplicationController* c : app.getControllers())
- {
- (static_cast<ISampleController*>(c))->setManager(this);
- }
-
- m_fTool = new BlastFractureTool();
- m_fractureExecutor = nullptr;
-
- setFractureExecutor(&sVoronoiFracture);
-
- m_pCurBlastAsset = nullptr;
- m_nCurFamilyIndex = -1;
- EnableSimulating(false);
-}
-
-SampleManager::~SampleManager()
-{
- delete m_renderer;
- delete m_physXController;
- delete m_blastController;
- delete m_sceneController;
- delete m_damageToolController;
- delete m_selectionToolController;
- delete m_explodeToolController;
- delete m_gizmoToolController;
- delete m_editionToolController;
- delete m_sampleController;
- delete m_fTool;
-// delete m_commonUIController;
-}
-
-int SampleManager::init()
-{
- Application& app = *m_pApplication;
- app.init();
-
- m_damageToolController->DisableController();
- m_selectionToolController->EnableController();
- m_explodeToolController->DisableController();
- m_gizmoToolController->DisableController();
- BlastPlugin::Inst().GetMainToolbar()->updateCheckIconsStates();
-
- EnableSimulating(false);
-
- return 0;
-}
-
-int SampleManager::run()
-{
- m_physXController->setPlaneVisible(AppMainWindow::Inst().m_bShowPlane);
-
- Application& app = *m_pApplication;
- app.run();
-
- std::vector<std::string>::iterator itStr;
- std::vector<Renderable*>::iterator itRenderable;
- std::map<std::string, RenderMaterial*>::iterator itRenderMaterial;
- for (itStr = m_NeedDeleteRenderMaterials.begin(); itStr != m_NeedDeleteRenderMaterials.end(); itStr++)
- {
- itRenderMaterial = m_RenderMaterialMap.find(*itStr);
- if (itRenderMaterial == m_RenderMaterialMap.end())
- {
- continue;
- }
- RenderMaterial* pRenderMaterial = itRenderMaterial->second;
-
- std::vector<Renderable*>& renderables = pRenderMaterial->getRelatedRenderables();
- for (itRenderable = renderables.begin(); itRenderable != renderables.end(); itRenderable++)
- {
- Renderable* pRenderable = *itRenderable;
- pRenderable->setMaterial(*RenderMaterial::getDefaultRenderMaterial());
- }
-
- delete pRenderMaterial;
- pRenderMaterial = nullptr;
- m_RenderMaterialMap.erase(itRenderMaterial);
- }
- m_NeedDeleteRenderMaterials.clear();
-
- return 0;
-}
-
-int SampleManager::free()
-{
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator it;
- for (it = m_AssetFamiliesMap.begin(); it != m_AssetFamiliesMap.end(); it++)
- {
- std::vector<BlastFamily*>& fs = it->second;
- fs.clear();
- }
- m_AssetFamiliesMap.clear();
- m_AssetDescMap.clear();
-
- Application& app = *m_pApplication;
- app.free();
-
- return 0;
-}
-
-bool SampleManager::createAsset(
- BlastAssetModelSimple** ppBlastAsset,
- std::vector<Nv::Blast::Mesh*>& meshes,
- std::vector<int32_t>& parentIds,
- std::vector<bool>& supports,
- std::vector<bool>& statics,
- std::vector<uint8_t>& joints,
- std::vector<uint32_t>& worlds)
-{
- m_fTool->setSourceMeshes(meshes, parentIds);
- m_fTool->finalizeFracturing();
-
- _createAsset(ppBlastAsset, supports, statics, joints, worlds);
-
- return true;
-}
-
-bool SampleManager::saveAsset(BlastAsset* pBlastAsset)
-{
- if (pBlastAsset == nullptr)
- {
- return false;
- }
-
- AssetList::ModelAsset& desc = m_AssetDescMap[pBlastAsset];
-
- PhysXController& pc = getPhysXController();
- BlastController& bc = getBlastController();
- physics = &pc.getPhysics();
- foundation = &physics->getFoundation();
- cooking = &pc.getCooking();
- physicsManager = &bc.getExtPxManager();
-
- std::string outDir = GlobalSettings::Inst().m_projectFileDir;
-
- std::string outBlastFilePath = GlobalSettings::MakeFileName(outDir.c_str(), std::string(desc.name + ".blast").c_str());
- const ExtPxAsset* asset = pBlastAsset->getPxAsset();
- if (asset == nullptr)
- {
- return false;
- }
- saveExtAsset(outDir, std::string(desc.name + ".blast"), asset);
-
- m_fTool->setSourceAsset(pBlastAsset);
- m_fTool->finalizeFracturing();
-
- size_t nChunkListSize = m_fTool->getChunkCount();
- std::vector<Triangle*> chunkMeshes(nChunkListSize);
- std::vector<uint32_t> chunkMeshesTriangleCount(nChunkListSize);
- std::shared_ptr<bool> isSupport(new bool[nChunkListSize] { false }, [](bool* b) {delete[] b; });
- for (uint32_t i = 0; i < nChunkListSize; ++i)
- {
- chunkMeshesTriangleCount[i] = m_fTool->getBaseMesh(i, chunkMeshes[i]);
- isSupport.get()[i] = m_fTool->getChunkInfo(i).isLeaf;
- }
-
- std::shared_ptr<Nv::Blast::BlastBondGenerator> bondGenerator(
- NvBlastExtAuthoringCreateBondGenerator(cooking, &physics->getPhysicsInsertionCallback()),
- [](Nv::Blast::BlastBondGenerator* bg) {bg->release(); });
- BondGenerationConfig cnf;
- cnf.bondMode = BondGenerationConfig::AVERAGE;
- NvBlastChunkDesc* chunkDesc;
- NvBlastBondDesc* bondDescs;
- const uint32_t bondCount = bondGenerator.get()->buildDescFromInternalFracture(m_fTool, isSupport.get(), bondDescs, chunkDesc);
- const uint32_t chunkCount = nChunkListSize;
- if (bondCount == 0)
- {
- std::cout << "Can't create bonds descriptors..." << std::endl;
- }
-
- std::vector<uint32_t> chunkReorderInvMap;
- {
- std::vector<uint32_t> chunkReorderMap(chunkCount);
- std::vector<char> scratch(chunkCount * sizeof(NvBlastChunkDesc));
- NvBlastEnsureAssetExactSupportCoverage(chunkDesc, chunkCount, scratch.data(), loggingCallback);
- NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), chunkDesc, chunkCount, scratch.data(), loggingCallback);
- NvBlastApplyAssetDescChunkReorderMapInPlace(chunkDesc, chunkCount, bondDescs, bondCount, chunkReorderMap.data(), true, scratch.data(), loggingCallback);
- chunkReorderInvMap.resize(chunkReorderMap.size());
- Nv::Blast::invertMap(chunkReorderInvMap.data(), chunkReorderMap.data(), static_cast<unsigned int>(chunkReorderMap.size()));
- }
-
- std::vector<std::vector<Triangle>> resultGeometry(nChunkListSize);
- for (uint32_t i = 0; i < nChunkListSize; ++i)
- {
- uint32_t chunkIndex = chunkReorderInvMap[i];
- resultGeometry[chunkIndex].resize(chunkMeshesTriangleCount[i]);
- memcpy(resultGeometry[chunkIndex].data(), chunkMeshes[i], chunkMeshesTriangleCount[i] * sizeof(Triangle));
- }
-
- saveFractureToObj(resultGeometry, desc.name, outDir);
-
- char message[MAX_PATH];
- sprintf(message, "Blast file %s was saved.", outBlastFilePath.c_str());
- output(message);
-
- return true;
-}
-
-#include "fbxsdk.h"
-
-uint32_t currentDepth;
-bool bOutputFBXAscii = true;
-
-void PxVec3ToFbx(physx::PxVec3& inVector, FbxVector4& outVector)
-{
- outVector[0] = inVector.x;
- outVector[1] = inVector.y;
- outVector[2] = inVector.z;
- outVector[3] = 0;
-}
-
-void PxVec2ToFbx(physx::PxVec2& inVector, FbxVector2& outVector)
-{
- outVector[0] = inVector.x;
- outVector[1] = inVector.y;
-}
-
-void VertexToFbx(Nv::Blast::Vertex& vert, FbxVector4& outVertex, FbxVector4& outNormal, FbxVector2& outUV)
-{
- PxVec3ToFbx(vert.p, outVertex);
- PxVec3ToFbx(vert.n, outNormal);
- PxVec2ToFbx(vert.uv[0], outUV);
-}
-
-uint32_t createChunkRecursive(FbxManager* sdkManager, uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const NvBlastAsset* asset, std::vector<std::vector<Nv::Blast::Triangle>> chunksGeometry)
-{
- currentDepth++;
-
- auto chunks = NvBlastAssetGetChunks(asset, nullptr);
- const NvBlastChunk* chunk = &chunks[chunkIndex];
- auto triangles = chunksGeometry[chunkIndex];
- physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
-
- std::ostringstream namestream;
-
- //mesh->InitTextureUV(triangles.size() * 3);
-
- std::ostringstream().swap(namestream); // Swap namestream with a default constructed ostringstream
- namestream << "bone_" << chunkIndex;
- std::string boneName = namestream.str();
-
- FbxSkeleton* skelAttrib;
- if (chunk->parentChunkIndex == UINT32_MAX)
- {
- skelAttrib = FbxSkeleton::Create(sdkManager, "SkelRootAttrib");
- skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
-
- // Change the centroid to origin
- centroid = physx::PxVec3(0.0f);
- }
- else
- {
- skelAttrib = FbxSkeleton::Create(sdkManager, boneName.c_str());
- skelAttrib->SetSkeletonType(FbxSkeleton::eLimbNode);
- }
-
- skelAttrib->Size.Set(1.0); // What's this for?
-
-
- FbxNode* boneNode = FbxNode::Create(sdkManager, boneName.c_str());
- boneNode->SetNodeAttribute(skelAttrib);
-
- auto mat = parentNode->EvaluateGlobalTransform().Inverse();
-
- FbxVector4 vec(centroid.x, centroid.y, centroid.z, 0);
- FbxVector4 c2 = mat.MultT(vec);
-
- boneNode->LclTranslation.Set(c2);
-
- parentNode->AddChild(boneNode);
-
- std::ostringstream().swap(namestream); // Swap namestream with a default constructed ostringstream
- namestream << "cluster_" << std::setw(5) << std::setfill('0') << chunkIndex;
- std::string clusterName = namestream.str();
-
- FbxCluster* cluster = FbxCluster::Create(sdkManager, clusterName.c_str());
- cluster->SetTransformMatrix(FbxAMatrix());
- cluster->SetLink(boneNode);
- cluster->SetLinkMode(FbxCluster::eTotalOne);
-
- skin->AddCluster(cluster);
-
- FbxMesh* mesh = static_cast<FbxMesh*>(meshNode->GetNodeAttribute());
-
- FbxVector4* controlPoints = mesh->GetControlPoints();
- auto geNormal = mesh->GetElementNormal();
- auto geUV = mesh->GetElementUV("diffuseElement");
- FbxGeometryElementMaterial* matElement = mesh->GetElementMaterial();
-
- auto addVert = [&](Nv::Blast::Vertex vert, int controlPointIdx)
- {
- FbxVector4 vertex;
- FbxVector4 normal;
- FbxVector2 uv;
-
- VertexToFbx(vert, vertex, normal, uv);
-
- controlPoints[controlPointIdx] = vertex;
- geNormal->GetDirectArray().Add(normal);
- geUV->GetDirectArray().Add(uv);
- // Add this control point to the bone with weight 1.0
- cluster->AddControlPointIndex(controlPointIdx, 1.0);
- };
-
- uint32_t cpIdx = 0;
- uint32_t polyCount = mesh->GetPolygonCount();
- for (auto tri : triangles)
- {
- addVert(tri.a, currentCpIdx + cpIdx + 0);
- addVert(tri.b, currentCpIdx + cpIdx + 1);
- addVert(tri.c, currentCpIdx + cpIdx + 2);
-
- mesh->BeginPolygon();
- mesh->AddPolygon(currentCpIdx + cpIdx + 0);
- mesh->AddPolygon(currentCpIdx + cpIdx + 1);
- mesh->AddPolygon(currentCpIdx + cpIdx + 2);
- mesh->EndPolygon();
- if (tri.materialId == 0)
- {
- matElement->GetIndexArray().SetAt(polyCount, 0);
- }
- else
- {
- matElement->GetIndexArray().SetAt(polyCount, 1);
- }
- polyCount++;
- cpIdx += 3;
- }
-
- mat = meshNode->EvaluateGlobalTransform();
- cluster->SetTransformMatrix(mat);
-
- mat = boneNode->EvaluateGlobalTransform();
- cluster->SetTransformLinkMatrix(mat);
-
- uint32_t addedCps = static_cast<uint32_t>(triangles.size() * 3);
-
- for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
- {
- addedCps += createChunkRecursive(sdkManager, currentCpIdx + addedCps, i, meshNode, boneNode, skin, asset, chunksGeometry);
- }
-
- return addedCps;
-}
-
-bool finalizeFbxAndSave(FbxManager* sdkManager, FbxScene* scene, FbxSkin* skin, const std::string& outputFilePath)
-{
- // Store the bind pose
-
- std::unordered_set<FbxNode*> clusterNodes;
-
- std::function<void(FbxNode*)> addRecursively = [&](FbxNode* node)
- {
- if (node)
- {
- addRecursively(node->GetParent());
-
- clusterNodes.insert(node);
- }
- };
-
- for (uint32_t i = 0; i < (uint32_t)skin->GetClusterCount(); i++)
- {
- FbxNode* clusterNode = skin->GetCluster(i)->GetLink();
-
- addRecursively(clusterNode);
- }
-
- assert(clusterNodes.size() > 0);
-
- FbxPose* pose = FbxPose::Create(sdkManager, "BasePose");
- pose->SetIsBindPose(true);
-
- for (auto node : clusterNodes)
- {
- FbxMatrix bindMat = node->EvaluateGlobalTransform();
-
- pose->Add(node, bindMat);
- }
-
- scene->AddPose(pose);
-
- FbxExporter* exporter = FbxExporter::Create(sdkManager, "Scene Exporter");
-
- int lFormat;
-
- if (bOutputFBXAscii)
- {
- lFormat = sdkManager->GetIOPluginRegistry()->FindWriterIDByDescription("FBX ascii (*.fbx)");
- }
- else
- {
- lFormat = sdkManager->GetIOPluginRegistry()->FindWriterIDByDescription("FBX binary (*.fbx)");
- }
-
- bool exportStatus = exporter->Initialize(outputFilePath.c_str(), lFormat, sdkManager->GetIOSettings());
-
- if (!exportStatus)
- {
- std::cerr << "Call to FbxExporter::Initialize failed" << std::endl;
- std::cerr << "Error returned: " << exporter->GetStatus().GetErrorString() << std::endl;
- return false;
- }
-
- exportStatus = exporter->Export(scene);
-
- if (!exportStatus)
- {
- auto fbxStatus = exporter->GetStatus();
-
- std::cerr << "Call to FbxExporter::Export failed" << std::endl;
- std::cerr << "Error returned: " << fbxStatus.GetErrorString() << std::endl;
- return false;
- }
-
- return true;
-}
-
-bool SampleManager::exportAsset()
-{
- if (m_pCurBlastAsset == nullptr)
- {
- viewer_err("Please select one asset instance before saving!");
- return false;
- }
-
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator itADM = m_AssetDescMap.find(m_pCurBlastAsset);
- if (itADM == m_AssetDescMap.end())
- {
- viewer_err("Fails to find out the selected asset instance in current project!");
- return false;
- }
-
- BPParams& projectParams = BlastProject::ins().getParams();
-
- AssetList::ModelAsset& desc = itADM->second;
-
- BPPAssetArray& assetArray = projectParams.blast.blastAssets;
- BPPAsset asset;
- int aaas = 0;
- for (; aaas < assetArray.arraySizes[0]; aaas++)
- {
- asset = assetArray.buf[aaas];
- std::string assetname = asset.name;
- if (assetname == desc.name)
- break;
- }
- if (aaas == assetArray.arraySizes[0])
- {
- return false;
- }
-
- PhysXController& pc = getPhysXController();
- BlastController& bc = getBlastController();
- physics = &pc.getPhysics();
- foundation = &physics->getFoundation();
- cooking = &pc.getCooking();
- physicsManager = &bc.getExtPxManager();
-
- std::string outDir = GlobalSettings::Inst().m_projectFileDir;
-
- m_fTool->setSourceAsset(m_pCurBlastAsset);
- m_fTool->finalizeFracturing();
-
- size_t nChunkListSize = m_fTool->getChunkCount();
- std::vector<Triangle*> chunkMeshes(nChunkListSize);
- std::vector<uint32_t> chunkMeshesTriangleCount(nChunkListSize);
- std::shared_ptr<bool> isSupport(new bool[nChunkListSize] { false }, [](bool* b) {delete[] b; });
- for (uint32_t i = 0; i < nChunkListSize; ++i)
- {
- chunkMeshesTriangleCount[i] = m_fTool->getBaseMesh(i, chunkMeshes[i]);
- isSupport.get()[i] = m_fTool->getChunkInfo(i).isLeaf;
- }
-
- std::shared_ptr<Nv::Blast::BlastBondGenerator> bondGenerator(
- NvBlastExtAuthoringCreateBondGenerator(cooking, &physics->getPhysicsInsertionCallback()),
- [](Nv::Blast::BlastBondGenerator* bg) {bg->release(); });
- BondGenerationConfig cnf;
- cnf.bondMode = BondGenerationConfig::AVERAGE;
- NvBlastChunkDesc* chunkDesc;
- NvBlastBondDesc* bondDescs;
- const uint32_t bondCount = bondGenerator.get()->buildDescFromInternalFracture(m_fTool, isSupport.get(), bondDescs, chunkDesc);
- const uint32_t chunkCount = nChunkListSize;
- if (bondCount == 0)
- {
- std::cout << "Can't create bonds descriptors..." << std::endl;
- }
-
- std::vector<uint32_t> chunkReorderInvMap;
- {
- std::vector<uint32_t> chunkReorderMap(chunkCount);
- std::vector<char> scratch(chunkCount * sizeof(NvBlastChunkDesc));
- NvBlastEnsureAssetExactSupportCoverage(chunkDesc, chunkCount, scratch.data(), loggingCallback);
- NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), chunkDesc, chunkCount, scratch.data(), loggingCallback);
- NvBlastApplyAssetDescChunkReorderMapInPlace(chunkDesc, chunkCount, bondDescs, bondCount, chunkReorderMap.data(), true, scratch.data(), loggingCallback);
- chunkReorderInvMap.resize(chunkReorderMap.size());
- Nv::Blast::invertMap(chunkReorderInvMap.data(), chunkReorderMap.data(), static_cast<unsigned int>(chunkReorderMap.size()));
- }
-
- std::vector<std::vector<Triangle>> resultGeometry(nChunkListSize);
- for (uint32_t i = 0; i < nChunkListSize; ++i)
- {
- uint32_t chunkIndex = chunkReorderInvMap[i];
- resultGeometry[chunkIndex].resize(chunkMeshesTriangleCount[i]);
- memcpy(resultGeometry[chunkIndex].data(), chunkMeshes[i], chunkMeshesTriangleCount[i] * sizeof(Triangle));
- }
-
- if (asset.exportFBX)
- {
- std::string outputFilePath = GlobalSettings::MakeFileName(outDir.c_str(), asset.fbx.buf);
-
- Nv::Blast::ConvexMeshBuilder* collisionBuilder = NvBlastExtAuthoringCreateConvexMeshBuilder(cooking, &physics->getPhysicsInsertionCallback());
- Nv::Blast::AuthoringResult* result = NvBlastExtAuthoringProcessFracture(*m_fTool, *bondGenerator, *collisionBuilder);
-
- if (!asset.embedFBXCollision)
- {
- result->releaseCollisionHulls();
- }
-
- std::shared_ptr<IMeshFileWriter> fileWriter(NvBlastExtExporterCreateFbxFileWriter(bOutputFBXAscii), [](IMeshFileWriter* p) {p->release(); });
- fileWriter->appendMesh(*result, asset.name.buf);
- if (!fileWriter->saveToFile(asset.fbx.buf, outDir.c_str()))
- {
- std::cerr << "Can't write geometry to FBX file." << std::endl;
- return false;
- }
-
-#if (0)
- FbxManager* sdkManager = FbxManager::Create();
-
- FbxIOSettings* ios = FbxIOSettings::Create(sdkManager, IOSROOT);
- // Set some properties on the io settings
-
- sdkManager->SetIOSettings(ios);
-
- sdkManager->GetIOSettings()->SetBoolProp(EXP_ASCIIFBX, bOutputFBXAscii);
-
- FbxScene* scene = FbxScene::Create(sdkManager, "Export Scene");
- /*
- if (getConvertToUE4())
- {
- FbxAxisSystem::EFrontVector FrontVector = (FbxAxisSystem::EFrontVector) - FbxAxisSystem::eParityOdd;
- const FbxAxisSystem UnrealZUp(FbxAxisSystem::eZAxis, FrontVector, FbxAxisSystem::eRightHanded);
-
- scene->GetGlobalSettings().SetAxisSystem(UnrealZUp);
- }
- */
- // Otherwise default to Maya defaults
-
- FbxMesh* mesh = FbxMesh::Create(sdkManager, "meshgeo");
-
- FbxGeometryElementNormal* geNormal = mesh->CreateElementNormal();
- geNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
- geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
-
- FbxGeometryElementUV* geUV = mesh->CreateElementUV("diffuseElement");
- geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geUV->SetReferenceMode(FbxGeometryElement::eDirect);
-
- // Get the triangles count for all of the mesh parts
-
- size_t triangleCount = 0;
- for (auto triangles : resultGeometry)
- {
- triangleCount += triangles.size();
- }
-
- mesh->InitControlPoints((int)triangleCount * 3);
-
- FbxNode* meshNode = FbxNode::Create(scene, "meshnode");
- meshNode->SetNodeAttribute(mesh);
- meshNode->SetShadingMode(FbxNode::eTextureShading);
-
- FbxNode* lRootNode = scene->GetRootNode();
- lRootNode->AddChild(meshNode);
-
- FbxSkin* skin = FbxSkin::Create(sdkManager, "Skin of the thing");
- skin->SetGeometry(mesh);
-
- mesh->AddDeformer(skin);
-
- // Add a material otherwise UE4 freaks out on import
-
- FbxGeometryElementMaterial* matElement = mesh->CreateElementMaterial();
- matElement->SetMappingMode(FbxGeometryElement::eByPolygon);
- matElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
-
- FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager, "FirstExportMaterial");
-
- material->Diffuse.Set(FbxDouble3(1.0, 1.0, 0));
- material->DiffuseFactor.Set(1.0);
-
- meshNode->AddMaterial(material);
-
- FbxSurfacePhong* material2 = FbxSurfacePhong::Create(sdkManager, "SecondExportMaterial");
-
- material2->Diffuse.Set(FbxDouble3(1.0, 0.0, 1.0));
- material2->DiffuseFactor.Set(1.0);
-
- meshNode->AddMaterial(material2);
-
- const ExtPxAsset* pExtPxAsset = m_pCurBlastAsset->getPxAsset();
- if (pExtPxAsset == nullptr)
- {
- return false;
- }
-
- const TkAsset& tkAsset = pExtPxAsset->getTkAsset();
- const NvBlastAsset* pAssetLL = tkAsset.getAssetLL();
- uint32_t chunkCount = NvBlastAssetGetChunkCount(pAssetLL, nullptr);
-
- auto chunks = NvBlastAssetGetChunks(pAssetLL, nullptr);
-
- currentDepth = 0;
- uint32_t cpIdx = 0;
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- const NvBlastChunk* chunk = &chunks[i];
-
- if (chunk->parentChunkIndex == UINT32_MAX)
- {
- uint32_t addedCps = createChunkRecursive(sdkManager, cpIdx, i, meshNode, lRootNode, skin, pAssetLL, resultGeometry);
-
- cpIdx += addedCps;
- }
- }
-
- std::string outputFilePath = GlobalSettings::MakeFileName(outDir.c_str(), asset.fbx.buf);
- finalizeFbxAndSave(sdkManager, scene, skin, outputFilePath);
-
- sdkManager->Destroy();
- sdkManager = nullptr;
-#endif
-
- std::string info = outputFilePath + " is saved.";
- viewer_info(info.c_str());
- }
-
- if (asset.exportOBJ)
- {
- std::string filename = asset.obj.buf;
- filename = filename.substr(0, filename.find_last_of('.'));
- saveFractureToObj(resultGeometry, filename, outDir);
-
- std::string outputFilePath = GlobalSettings::MakeFileName(outDir.c_str(), asset.obj.buf);
- std::string info = outputFilePath + " is saved.";
- viewer_info(info.c_str());
- }
-
- if (asset.exportBPXA)
- {
- std::string outputFilePath = GlobalSettings::MakeFileName(outDir.c_str(), asset.bpxa.buf);
- const ExtPxAsset* pExtPxAsset = m_pCurBlastAsset->getPxAsset();
- if (pExtPxAsset == nullptr)
- {
- return false;
- }
- saveExtAsset(outDir, std::string(asset.bpxa.buf), pExtPxAsset);
-
- std::string info = outputFilePath + " is saved.";
- viewer_info(info.c_str());
- }
-
- if (asset.exportTKAsset)
- {
- std::string outputFilePath = GlobalSettings::MakeFileName(outDir.c_str(), asset.tkasset.buf);
- const ExtPxAsset* pExtPxAsset = m_pCurBlastAsset->getPxAsset();
- if (pExtPxAsset == nullptr)
- {
- return false;
- }
-
- const TkAsset& tkAsset = pExtPxAsset->getTkAsset();
-
- saveTkAsset(outDir, std::string(asset.tkasset.buf), &tkAsset);
-
- std::string info = outputFilePath + " is saved.";
- viewer_info(info.c_str());
- }
-
- if (asset.exportLLAsset)
- {
- std::string outputFilePath = GlobalSettings::MakeFileName(outDir.c_str(), asset.llasset.buf);
- const ExtPxAsset* pExtPxAsset = m_pCurBlastAsset->getPxAsset();
- if (pExtPxAsset == nullptr)
- {
- return false;
- }
-
- const TkAsset& tkAsset = pExtPxAsset->getTkAsset();
- const NvBlastAsset* pAssetLL = tkAsset.getAssetLL();
-
- saveLlAsset(outDir, std::string(asset.llasset.buf), pAssetLL);
-
- std::string info = outputFilePath + " is saved.";
- viewer_info(info.c_str());
- }
-
- return true;
-}
-
-void SampleManager::_createAsset(BlastAssetModelSimple** ppBlastAsset,
- std::vector<bool>& supports,
- std::vector<bool>& statics,
- std::vector<uint8_t>& joints,
- std::vector<uint32_t>& worlds)
-{
- PhysXController& pc = getPhysXController();
- BlastController& bc = getBlastController();
-
- physics = &pc.getPhysics();
- foundation = &physics->getFoundation();
- cooking = &pc.getCooking();
- physicsManager = &bc.getExtPxManager();
- TkFramework& tk = bc.getTkFramework();
-
- size_t nChunkListSize = m_fTool->getChunkCount();
-
- std::vector<Triangle*> chunkMeshes;
- std::vector<uint32_t> chunkMeshesTriangleCount(nChunkListSize);
- std::shared_ptr<bool> isSupport(new bool[nChunkListSize] { false }, [](bool* b) {delete[] b; });
-
- chunkMeshes.resize(nChunkListSize);
- for (uint32_t i = 0; i < nChunkListSize; ++i)
- {
- chunkMeshesTriangleCount[i] = m_fTool->getBaseMesh(i, chunkMeshes[i]);
- isSupport.get()[i] = supports.size() == 0 ? m_fTool->getChunkInfo(i).isLeaf : supports[i];
- }
-
- std::shared_ptr<Nv::Blast::BlastBondGenerator> bondGenerator(
- NvBlastExtAuthoringCreateBondGenerator(cooking, &physics->getPhysicsInsertionCallback()),
- [](Nv::Blast::BlastBondGenerator* bg) {bg->release(); });
- BondGenerationConfig cnf;
- cnf.bondMode = BondGenerationConfig::AVERAGE;
- NvBlastChunkDesc* chunkDesc;
- NvBlastBondDesc* bondDescs;
- const uint32_t bondCount = bondGenerator.get()->buildDescFromInternalFracture(m_fTool, isSupport.get(), bondDescs, chunkDesc);
- const uint32_t chunkCount = nChunkListSize;
- int bondDescsSize = bondCount;
- if (bondDescsSize == worlds.size())
- {
- for (int bds = 0; bds < bondDescsSize; bds++)
- {
- if (worlds[bds] == 0xFFFFFFFF)
- {
- bondDescs[bds].chunkIndices[1] = worlds[bds];
- }
- }
- }
-
- if (bondCount == 0)
- {
- std::cout << "Can't create bonds descriptors..." << std::endl;
- }
-
- // order chunks, build map
- std::vector<uint32_t> chunkReorderInvMap;
- {
- std::vector<uint32_t> chunkReorderMap(chunkCount);
- std::vector<char> scratch(chunkCount * sizeof(NvBlastChunkDesc));
- NvBlastEnsureAssetExactSupportCoverage(chunkDesc, chunkCount, scratch.data(), loggingCallback);
- NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), chunkDesc, chunkCount, scratch.data(), loggingCallback);
- NvBlastApplyAssetDescChunkReorderMapInPlace(chunkDesc, chunkCount, bondDescs, bondCount, chunkReorderMap.data(), true, scratch.data(), loggingCallback);
- chunkReorderInvMap.resize(chunkReorderMap.size());
- Nv::Blast::invertMap(chunkReorderInvMap.data(), chunkReorderMap.data(), static_cast<unsigned int>(chunkReorderMap.size()));
- }
-
- // get result geometry
- std::vector<std::vector<Triangle>> resultGeometry(nChunkListSize);
- for (uint32_t i = 0; i < nChunkListSize; ++i)
- {
- uint32_t chunkIndex = chunkReorderInvMap[i];
- resultGeometry[chunkIndex].resize(chunkMeshesTriangleCount[i]);
- memcpy(resultGeometry[chunkIndex].data(), chunkMeshes[i], chunkMeshesTriangleCount[i] * sizeof(Triangle));
- }
-
- // prepare physics data (convexes)
- std::vector<ExtPxAssetDesc::ChunkDesc> pxChunks(chunkCount);
- std::vector<ExtPxAssetDesc::SubchunkDesc> pxSubchunks;
- buildPxChunks(resultGeometry, pxChunks, pxSubchunks, statics);
-
- // build and serialize ExtPhysicsAsset
- ExtPxAssetDesc descriptor;
- descriptor.bondCount = bondCount;
- descriptor.bondDescs = bondDescs;
- descriptor.chunkCount = chunkCount;
- descriptor.chunkDescs = chunkDesc;
- descriptor.bondFlags = joints.data();
- descriptor.pxChunks = pxChunks.data();
- ExtPxAsset* asset = ExtPxAsset::create(descriptor, tk);
- if (asset == nullptr)
- {
- return;
- }
-
- std::string tempFilePath = utils::GetTempFilePath();
- QFileInfo tempFileInfo(tempFilePath.c_str());
- std::string tempdir = QDir::toNativeSeparators(tempFileInfo.absoluteDir().absolutePath()).toLocal8Bit();
- std::string tempfile = tempFileInfo.fileName().toLocal8Bit();
- saveFractureToObj(resultGeometry, tempfile, tempdir);
- std::string objFilePath = tempFilePath + ".obj";
- std::string mtlFilePath = tempFilePath + ".mtl";
- BlastModel* pBlastModel = BlastModel::loadFromFileTinyLoader(objFilePath.c_str());
- DeleteFileA(tempFilePath.c_str());
- DeleteFileA(objFilePath.c_str());
- DeleteFileA(mtlFilePath.c_str());
-
- *ppBlastAsset = new BlastAssetModelSimple(asset, pBlastModel, getRenderer());
-}
-
-BlastAsset* SampleManager::_replaceAsset(BlastAsset* pBlastAsset,
- std::vector<bool>& supports,
- std::vector<bool>& statics,
- std::vector<uint8_t>& joints,
- std::vector<uint32_t>& worlds)
-{
- if (pBlastAsset == nullptr)
- {
- return false;
- }
-
- BlastAsset* pCurBlastAsset = nullptr;
- int nFamilyIndex = -1;
- getCurrentSelectedInstance(&pCurBlastAsset, nFamilyIndex);
-
- std::vector<BlastFamily*> familiesOld = m_AssetFamiliesMap[pBlastAsset];
- int familiesSize = familiesOld.size();
- std::vector<physx::PxTransform> transforms(familiesSize);
- std::vector<std::string> extMaterials(familiesSize);
- std::vector<std::string> intMaterials(familiesSize);
- for (int fs = 0; fs < familiesSize; fs++)
- {
- transforms[fs] = familiesOld[fs]->getSettings().transform;
-
- setCurrentSelectedInstance(pBlastAsset, fs);
- getMaterialForCurrentFamily(extMaterials[fs], true);
- getMaterialForCurrentFamily(intMaterials[fs], false);
- }
-
- BlastAssetModelSimple* pBlastAssetNew;
- _createAsset(&pBlastAssetNew, supports, statics, joints, worlds);
-
- BlastAssetModelSimple* pBlastAssetOld = (BlastAssetModelSimple*)pBlastAsset;
- AssetList::ModelAsset desc = m_AssetDescMap[pBlastAsset];
- removeBlastAsset(pBlastAssetOld);
- addBlastAsset(pBlastAssetNew, desc);
-
- for (int fs = 0; fs < familiesSize; fs++)
- {
- addBlastFamily(pBlastAssetNew, transforms[fs]);
-
- setCurrentSelectedInstance(pBlastAssetNew, fs);
-
- setMaterialForCurrentFamily(extMaterials[fs], true);
- setMaterialForCurrentFamily(intMaterials[fs], false);
- }
-
- if (pCurBlastAsset == pBlastAsset)
- {
- pCurBlastAsset = pBlastAssetNew;
- }
- setCurrentSelectedInstance(pCurBlastAsset, nFamilyIndex);
-
- return pBlastAssetNew;
-}
-
-std::vector<uint32_t> SampleManager::getCurrentSelectedChunks()
-{
- std::vector<uint32_t> selectedChunks;
- std::vector<BlastFamilyPtr>& spFamilies = m_blastController->getFamilies();
- if (spFamilies.size() > 0)
- {
- return spFamilies.back()->getSelectedChunks();
- }
- return selectedChunks;
-}
-
-std::map<BlastAsset*, std::vector<uint32_t>> SampleManager::getSelectedChunks()
-{
- std::map<BlastAsset*, std::vector<uint32_t>> selectedChunks;
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itrBlast = m_AssetFamiliesMap.begin();
- for (; itrBlast != m_AssetFamiliesMap.end(); ++itrBlast)
- {
- std::set<uint32_t> assetChunks;
- std::vector<BlastFamily*>& families = itrBlast->second;
- std::vector<BlastFamily*>::iterator itrFamily = families.begin();
- for (; itrFamily != families.end(); ++itrFamily)
- {
- std::vector<uint32_t> familyChunks = (*itrFamily)->getSelectedChunks();
- for (std::vector<uint32_t>::iterator itrChunk = familyChunks.begin(); itrChunk != familyChunks.end(); ++itrChunk)
- {
- assetChunks.insert(*itrChunk);
- }
- }
-
- if (assetChunks.size() == 0)
- continue;
-
- std::vector<uint32_t> vecAssetChunks;
- for (std::set<uint32_t>::iterator itrChunk = assetChunks.begin(); itrChunk != assetChunks.end(); ++itrChunk)
- {
- vecAssetChunks.push_back(*itrChunk);
- }
-
- selectedChunks.insert(std::make_pair(itrBlast->first, vecAssetChunks));
- }
-
- return selectedChunks;
-}
-
-void SampleManager::clearChunksSelected()
-{
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itr = m_AssetFamiliesMap.begin();
- for (; itr != m_AssetFamiliesMap.end(); ++itr)
- {
- BlastAsset* pBlastAsset = itr->first;
- std::vector<BlastFamily*>& fs = itr->second;
-
- for (BlastFamily* f : fs)
- {
- f->clearChunksSelected();
- }
- }
-}
-
-void SampleManager::setChunkSelected(std::vector<uint32_t> depths, bool selected)
-{
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itrBlast = m_AssetFamiliesMap.begin();
- for (; itrBlast != m_AssetFamiliesMap.end(); ++itrBlast)
- {
- std::vector<BlastFamily*>& families = itrBlast->second;
- std::vector<BlastFamily*>::iterator itrFamily = families.begin();
- for (; itrFamily != families.end(); ++itrFamily)
- {
- (*itrFamily)->setChunkSelected(depths, selected);
- }
- }
-}
-
-void SampleManager::setChunkVisible(std::vector<uint32_t> depths, bool bVisible)
-{
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itrBlast = m_AssetFamiliesMap.begin();
- for (; itrBlast != m_AssetFamiliesMap.end(); ++itrBlast)
- {
- std::vector<BlastFamily*>& families = itrBlast->second;
- std::vector<BlastFamily*>::iterator itrFamily = families.begin();
- for (; itrFamily != families.end(); ++itrFamily)
- {
- (*itrFamily)->setChunkVisible(depths, bVisible);
- }
- }
-}
-
-void SampleManager::setFractureExecutor(FractureExecutor* executor)
-{
- m_fractureExecutor = executor;
- if (executor)
- {
- executor->m_fractureTool = m_fTool;
- if (executor->m_randomGenerator == nullptr)
- executor->m_randomGenerator = &sRandomGenerator;
- }
-}
-
-void SampleManager::EnableStepforward(bool bStepforward)
-{
- m_stepforward = bStepforward;
-}
-
-void SampleManager::EnableSimulating(bool bSimulating)
-{
- m_simulating = bSimulating;
- m_stepforward = false;
- m_physXController->setPaused(!m_simulating);
-
- if (!m_simulating)
- {
- m_damageToolController->DisableController();
-#if 0
- BlastSceneTree* pBlastSceneTree = BlastSceneTree::ins();
- if (pBlastSceneTree)
- {
- pBlastSceneTree->hideAllChunks();
- // make sure chunk0 shows.
- std::vector<uint32_t> depths(1, 0);
- pBlastSceneTree->setChunkVisible(depths, true);
- // refresh in scene tree and viewport
- //pBlastSceneTree->updateValues(false);
- SampleManager::ins()->m_bNeedRefreshTree = true;
- }
-#endif
- }
-}
-
-#include <ViewerOutput.h>
-void SampleManager::output(const char* str)
-{
- viewer_msg("%s", str);
-}
-
-void SampleManager::output(float value)
-{
- viewer_msg("%f", value);
-}
-
-void SampleManager::output(physx::PxVec3& vec)
-{
- viewer_msg("%f,%f,%f", vec.x, vec.y, vec.z);
-}
-
-void SampleManager::clearScene()
-{
- m_gizmoToolController->resetPos();
- /*
- BPPAssetArray& assets = BlastProject::ins().getParams().blast.blastAssets;
- int assetSize = assets.arraySizes[0];
- for (int as = 0; as < assetSize; as++)
- {
- BPPAsset& asset = assets.buf[as];
- BlastSceneTree::ins()->removeBlastInstances(asset);
- BlastSceneTree::ins()->removeBlastAsset(asset);
- }
- BlastSceneTree::ins()->clearProjectile();
- */
- m_sceneController->ClearScene();
-
- EnableSimulating(false);
-
- std::map<std::string, RenderMaterial*>::iterator itRenderMaterial;
- for (itRenderMaterial = m_RenderMaterialMap.begin();
- itRenderMaterial != m_RenderMaterialMap.end(); itRenderMaterial++)
- {
- RenderMaterial* pRenderMaterial = itRenderMaterial->second;
- delete pRenderMaterial;
- pRenderMaterial = nullptr;
- }
- m_RenderMaterialMap.clear();
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itAssetFamilies;
- for (itAssetFamilies = m_AssetFamiliesMap.begin();
- itAssetFamilies != m_AssetFamiliesMap.end(); itAssetFamilies++)
- {
- std::vector<BlastFamily*>& fs = itAssetFamilies->second;
- fs.clear();
- }
- m_AssetFamiliesMap.clear();
- m_AssetDescMap.clear();
- m_instanceFamilyMap.clear();
-
- physx::PxVec3 zero(0.0f, 0.0f, 0.0f);
- m_assetExtents = zero;
-
- m_bNeedRefreshTree = true;
-
- m_pCurBlastAsset = nullptr;
- m_nCurFamilyIndex = -1;
-
- SimpleScene::Inst()->m_pCamera->SetDefaults();
-}
-
-void SampleManager::resetScene()
-{
- std::map<BPPAssetInstance*, std::set<uint32_t>> selectChunks;
-
- if (m_selectionToolController->IsEnabled())
- {
- std::set<PxActor*> actors = m_selectionToolController->getTargetActors();
- for (PxActor* actor : actors)
- {
- BlastFamily* pBlastFamily = m_blastController->getFamilyByPxActor(*actor);
- if (pBlastFamily)
- {
- BPPAssetInstance* assetInstance = getInstanceByFamily(pBlastFamily);
- uint32_t chunkIndex = pBlastFamily->getChunkIndexByPxActor(*actor);
- selectChunks[assetInstance].insert(chunkIndex);
- }
- }
- }
- else if (m_gizmoToolController->IsEnabled())
- {
- PxActor* actor = m_gizmoToolController->getTargetActor();
-
- if (actor)
- {
- BlastFamily* pBlastFamily = m_blastController->getFamilyByPxActor(*actor);
- if (pBlastFamily)
- {
- BPPAssetInstance* assetInstance = getInstanceByFamily(pBlastFamily);
- uint32_t chunkIndex = pBlastFamily->getChunkIndexByPxActor(*actor);
- selectChunks[assetInstance].insert(chunkIndex);
- }
- }
- }
-
- m_selectionToolController->clearSelect();
- /*
- std::map<BPPAssetInstance*, BlastFamily*>::iterator itIFM;
- for (itIFM = m_instanceFamilyMap.begin(); itIFM != m_instanceFamilyMap.end(); itIFM++)
- {
- BPPAssetInstance* pInstance = itIFM->first;
- BlastSceneTree::ins()->removeBlastInstance(*pInstance);
- }
- BlastSceneTree::ins()->clearProjectile();
- */
- getSceneController().ResetScene();
- EnableSimulating(false);
- /*
- for (itIFM = m_instanceFamilyMap.begin(); itIFM != m_instanceFamilyMap.end(); itIFM++)
- {
- BPPAssetInstance* pInstance = itIFM->first;
- BlastSceneTree::ins()->addBlastInstance(*pInstance);
- }
- */
- std::set<PxActor*> actors;
- for (std::map<BPPAssetInstance*, std::set<uint32_t>>::iterator itr = selectChunks.begin(); itr != selectChunks.end(); ++itr)
- {
- BlastFamily* family = getFamilyByInstance(itr->first);
- std::set<uint32_t>& chunkIndexes = itr->second;
-
- if (nullptr != family)
- {
- for (uint32_t chunkIndex : chunkIndexes)
- {
- PxActor* actor = nullptr;
- family->getPxActorByChunkIndex(chunkIndex, &actor);
-
- if (actor)
- actors.insert(actor);
- }
- }
- }
-
- if (m_selectionToolController->IsEnabled())
- {
- m_selectionToolController->setTargetActors(actors);
- }
- else if (m_gizmoToolController->IsEnabled())
- {
- if (actors.size() > 0)
- m_gizmoToolController->setTargetActor(*actors.begin());
- }
-
- // reset scene should not restore camera
- //SimpleScene::Inst()->m_pCamera->SetDefaults();
-}
-
-bool isChunkVisible(std::vector<BlastFamily*>& fs, uint32_t chunkIndex)
-{
- int fsSize = fs.size();
- if (fsSize == 0)
- {
- return true;
- }
-
- bool visible = false;
- for (int i = 0; i < fsSize; i++)
- {
- if (fs[i]->isChunkVisible(chunkIndex))
- {
- visible = true;
- break;
- }
- }
- return visible;
-}
-
-void SampleManager::_setSourceAsset()
-{
- std::vector<BlastFamilyPtr>& families = m_blastController->getFamilies();
- if (families.size() > 0)
- {
- BlastFamilyPtr spLastFamily = families.back();
-
- m_fTool->setSourceAsset(&(spLastFamily->getBlastAsset()));
- }
-}
-
-BlastFamily* SampleManager::getFamilyByInstance(BPPAssetInstance* instance)
-{
- if (instance)
- {
- if (m_instanceFamilyMap.find(instance) != m_instanceFamilyMap.end())
- {
- return m_instanceFamilyMap[instance];
- }
- }
- return nullptr;
-}
-
-BPPAssetInstance* SampleManager::getInstanceByFamily(BlastFamily* family)
-{
- if (family)
- {
- std::map<BPPAssetInstance*, BlastFamily*>::iterator itr = m_instanceFamilyMap.begin();
- for (; itr != m_instanceFamilyMap.end(); ++itr)
- {
- if (itr->second == family)
- {
- return itr->first;
- }
- }
- }
- return nullptr;
-}
-
-void SampleManager::updateFamily(BlastFamily* oldFamily, BlastFamily* newFamily)
-{
- if (oldFamily)
- {
- BPPAssetInstance* instance = getInstanceByFamily(oldFamily);
- if (instance)
- {
- m_instanceFamilyMap[instance] = newFamily;
- }
- }
-}
-
-void SampleManager::removeRenderMaterial(std::string name)
-{
- if (name.empty())
- {
- return;
- }
-
- std::map<std::string, RenderMaterial*>::iterator it = m_RenderMaterialMap.find(name);
- if (it != m_RenderMaterialMap.end())
- {
- m_NeedDeleteRenderMaterials.push_back(name);
- }
-}
-
-void SampleManager::renameRenderMaterial(std::string oldName, std::string newName)
-{
- if (oldName.empty() || newName.empty())
- {
- return;
- }
-
- std::map<std::string, RenderMaterial*>::iterator it = m_RenderMaterialMap.find(oldName);
- if (it != m_RenderMaterialMap.end())
- {
- RenderMaterial* pRenderMaterial = it->second;
- m_RenderMaterialMap.erase(it);
- pRenderMaterial->setMaterialName(newName);
- m_RenderMaterialMap[newName] = pRenderMaterial;
- }
-}
-
-void SampleManager::reloadRenderMaterial(std::string name, float r, float g, float b, bool diffuse)
-{
- if (name.empty())
- {
- return;
- }
-
- std::map<std::string, RenderMaterial*>::iterator it = m_RenderMaterialMap.find(name);
- if (it != m_RenderMaterialMap.end())
- {
- RenderMaterial* pRenderMaterial = it->second;
- if (diffuse)
- {
- pRenderMaterial->setDiffuseColor(r, g, b);
- }
- else
- {
- pRenderMaterial->setSpecularColor(r, g, b);
- }
- }
-}
-
-void SampleManager::reloadRenderMaterial(std::string name, std::string texture, RenderMaterial::TextureType tt)
-{
- if (name.empty())
- {
- return;
- }
-
- std::map<std::string, RenderMaterial*>::iterator it = m_RenderMaterialMap.find(name);
- if (it != m_RenderMaterialMap.end())
- {
- RenderMaterial* pRenderMaterial = it->second;
- pRenderMaterial->setTextureFileName(texture, tt);
- }
-}
-
-void SampleManager::reloadRenderMaterial(std::string name, float specularShininess)
-{
- if (name.empty())
- {
- return;
- }
-
- std::map<std::string, RenderMaterial*>::iterator it = m_RenderMaterialMap.find(name);
- if (it != m_RenderMaterialMap.end())
- {
- RenderMaterial* pRenderMaterial = it->second;
- pRenderMaterial->setSpecularShininess(specularShininess);
- }
-}
-
-RenderMaterial* SampleManager::getRenderMaterial(std::string name, bool create)
-{
- if (name == "" || name == "None")
- {
- return RenderMaterial::getDefaultRenderMaterial();
- }
-
- std::map<std::string, RenderMaterial*>::iterator itRenderMaterial = m_RenderMaterialMap.find(name);
- RenderMaterial* pRenderMaterial = nullptr;
- if (itRenderMaterial != m_RenderMaterialMap.end())
- {
- pRenderMaterial = itRenderMaterial->second;
- }
- else if(create)
- {
- ResourceManager* pResourceManager = ResourceManager::ins();
-
- BPPGraphicsMaterial* pBPPGraphicsMaterial = BlastProject::ins().getGraphicsMaterial(name.c_str());
-
- if (pBPPGraphicsMaterial == nullptr)
- {
- return RenderMaterial::getDefaultRenderMaterial();
- }
- else if (pBPPGraphicsMaterial->diffuseTextureFilePath.buf != nullptr)
- {
- pRenderMaterial = new RenderMaterial(name.c_str(), *pResourceManager,
- "model_simple_textured_ex",
- pBPPGraphicsMaterial->diffuseTextureFilePath.buf);
- pRenderMaterial->setDiffuseColor(
- pBPPGraphicsMaterial->diffuseColor[0],
- pBPPGraphicsMaterial->diffuseColor[1],
- pBPPGraphicsMaterial->diffuseColor[2],
- pBPPGraphicsMaterial->diffuseColor[3]);
- }
- else
- {
- pRenderMaterial = new RenderMaterial(name.c_str(), *pResourceManager,
- "model_simple_textured_ex",
- pBPPGraphicsMaterial->diffuseColor[0],
- pBPPGraphicsMaterial->diffuseColor[1],
- pBPPGraphicsMaterial->diffuseColor[2],
- pBPPGraphicsMaterial->diffuseColor[3]);
- }
-
- m_RenderMaterialMap[name] = pRenderMaterial;
- }
- return pRenderMaterial;
-}
-
-void SampleManager::getCurrentSelectedInstance(BlastAsset** ppBlastAsset, int& index)
-{
- *ppBlastAsset = m_pCurBlastAsset;
- index = m_nCurFamilyIndex;
-}
-
-void SampleManager::setCurrentSelectedInstance(BlastAsset* pBlastAsset, int index)
-{
- m_pCurBlastAsset = pBlastAsset;
- m_nCurFamilyIndex = index;
-
- MaterialAssignmentsPanel::ins()->updateValues();
- FileReferencesPanel::ins()->updateValues();
-}
-
-void SampleManager::getMaterialForCurrentFamily(std::string& name, bool externalSurface)
-{
- name = "";
-
- if (m_pCurBlastAsset == nullptr || m_nCurFamilyIndex < 0)
- {
- return;
- }
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator it = m_AssetFamiliesMap.find(m_pCurBlastAsset);
- if (it == m_AssetFamiliesMap.end())
- {
- return;
- }
-
- std::vector<BlastFamily*>& fs = it->second;
- int fsSize = fs.size();
- if (fsSize == 0 || fsSize <= m_nCurFamilyIndex)
- {
- return;
- }
-
- BlastFamily* pBlastFamily = fs[m_nCurFamilyIndex];
- RenderMaterial* pRenderMaterial = nullptr;
- pBlastFamily->getMaterial(&pRenderMaterial, externalSurface);
- if (pRenderMaterial != nullptr)
- {
- name = pRenderMaterial->getMaterialName();
- if (name != "")
- {
- return;
- }
- }
-
- AssetList::ModelAsset modelAsset = m_AssetDescMap[m_pCurBlastAsset];
- int assetID = BlastProject::ins().getAssetIDByName(modelAsset.name.c_str());
- BPPAssetInstance* instance = BlastProject::ins().getAssetInstance(assetID, m_nCurFamilyIndex);
- if (externalSurface && instance->exMaterial.buf != nullptr)
- {
- name = instance->exMaterial.buf;
- }
- else if (!externalSurface && instance->inMaterial.buf != nullptr)
- {
- name = instance->inMaterial.buf;
- }
-}
-
-void SampleManager::setMaterialForCurrentFamily(std::string name, bool externalSurface)
-{
- if (m_pCurBlastAsset == nullptr || m_nCurFamilyIndex < 0)
- {
- return;
- }
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator it = m_AssetFamiliesMap.find(m_pCurBlastAsset);
- if (it == m_AssetFamiliesMap.end())
- {
- return;
- }
-
- std::vector<BlastFamily*>& fs = it->second;
- int fsSize = fs.size();
- if (fsSize == 0 || fsSize <= m_nCurFamilyIndex)
- {
- return;
- }
-
- RenderMaterial* pRenderMaterial = getRenderMaterial(name);
-
- BlastFamily* pBlastFamily = fs[m_nCurFamilyIndex];
- pBlastFamily->setMaterial(pRenderMaterial, externalSurface);
-
- AssetList::ModelAsset modelAsset = m_AssetDescMap[m_pCurBlastAsset];
- int assetID = BlastProject::ins().getAssetIDByName(modelAsset.name.c_str());
- BPPAssetInstance* instance = BlastProject::ins().getAssetInstance(assetID, m_nCurFamilyIndex);
- if (externalSurface)
- {
- copy(instance->exMaterial, name.c_str());
- }
- else
- {
- copy(instance->inMaterial, name.c_str());
- }
-}
-
-#if 0
-void SampleManager::applyAssetToProjectParam(BlastAsset* pBlastAsset, bool addTo)
-{
- BlastAssetModel* assetModel = dynamic_cast<BlastAssetModel*>(pBlastAsset);
-
- BPPBlast& blast = BlastProject::ins().getParams().blast;
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>& AssetFamiliesMap = getAssetFamiliesMap();
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = getAssetDescMap();
-
- AssetList::ModelAsset desc = AssetDescMap[pBlastAsset];
- std::vector<BlastFamily*>& fs = AssetFamiliesMap[pBlastAsset];
-
- BlastController& blastController = getBlastController();
- SceneController& sceneController = getSceneController();
-
- char str[MAX_PATH];
-
- // asset array
- BPPAssetArray assetArray;
- assetArray.arraySizes[0] = 1;
- assetArray.buf = new BPPAsset[1];
- BPPAsset& asset = assetArray.buf[0];
- ::init(asset);
- copy(asset.name, desc.name.c_str());
- if (addTo)
- {
- asset.ID = BlastProject::ins().generateNewAssetID();
- merge(blast.blastAssets, assetArray);
- }
- else
- {
- asset.ID = BlastProject::ins().getAssetIDByName(asset.name.buf);
- apart(blast.blastAssets, assetArray);
- }
-
- const ExtPxAsset* pExtPxAsset = pBlastAsset->getPxAsset();
- const ExtPxChunk* pExtPxChunk = pExtPxAsset->getChunks();
-
- const TkAsset& tkAsset = pExtPxAsset->getTkAsset();
- uint32_t chunkCount = tkAsset.getChunkCount();
- const NvBlastChunk* pNvBlastChunk = tkAsset.getChunks();
- uint32_t bondCount = tkAsset.getBondCount();
- const NvBlastBond* pNvBlastBond = tkAsset.getBonds();
-
- const NvBlastSupportGraph supportGraph = tkAsset.getGraph();
- uint32_t* chunkIndices = supportGraph.chunkIndices;
- uint32_t* adjacencyPartition = supportGraph.adjacencyPartition;
- uint32_t* adjacentNodeIndices = supportGraph.adjacentNodeIndices;
- uint32_t* adjacentBondIndices = supportGraph.adjacentBondIndices;
-
- std::vector<bool> isSupports(chunkCount);
- isSupports.assign(chunkCount, false);
- std::vector<uint32_t> fromIDs(bondCount);
- std::vector<uint32_t> toIDs(bondCount);
- fromIDs.assign(bondCount, -1);
- toIDs.assign(bondCount, -1);
-
- for (uint32_t node0 = 0; node0 < supportGraph.nodeCount; ++node0)
- {
- const uint32_t chunkIndex0 = supportGraph.chunkIndices[node0];
- if (chunkIndex0 >= chunkCount)
- {
- continue;
- }
-
- isSupports[chunkIndex0] = true;
-
- for (uint32_t adjacencyIndex = adjacencyPartition[node0]; adjacencyIndex < adjacencyPartition[node0 + 1]; adjacencyIndex++)
- {
- uint32_t node1 = supportGraph.adjacentNodeIndices[adjacencyIndex];
-
- // add this condition if you don't want to iterate all bonds twice
- if (node0 > node1)
- continue;
-
- const uint32_t chunkIndex1 = supportGraph.chunkIndices[node1];
-
- uint32_t bondIndex = supportGraph.adjacentBondIndices[adjacencyIndex];
-
- if (chunkIndex0 < chunkIndex1)
- {
- fromIDs[bondIndex] = chunkIndex0;
- toIDs[bondIndex] = chunkIndex1;
- }
- else
- {
- fromIDs[bondIndex] = chunkIndex1;
- toIDs[bondIndex] = chunkIndex0;
- }
- }
- }
-
- // chunks
- BPPChunkArray chunkArray;
- {
- chunkArray.buf = new BPPChunk[chunkCount];
- chunkArray.arraySizes[0] = chunkCount;
- char chunkname[10];
- for (int cc = 0; cc < chunkCount; ++cc)
- {
- BPPChunk& chunk = chunkArray.buf[cc];
- ::init(chunk);
-
- std::vector<uint32_t> parentChunkIndexes;
- parentChunkIndexes.push_back(cc);
- uint32_t parentChunkIndex = cc;
- while ((parentChunkIndex = pNvBlastChunk[parentChunkIndex].parentChunkIndex) != -1)
- {
- parentChunkIndexes.push_back(parentChunkIndex);
- }
-
- std::string strChunkName = "Chunk";
- for (int pcIndex = parentChunkIndexes.size() - 1; pcIndex >= 0; pcIndex--)
- {
- sprintf(chunkname, "_%d", parentChunkIndexes[pcIndex]);
- strChunkName += chunkname;
- }
- copy(chunk.name, strChunkName.c_str());
-
- chunk.asset = asset.ID;
- chunk.ID = cc;
- chunk.parentID = pNvBlastChunk[cc].parentChunkIndex;
- chunk.staticFlag = pExtPxChunk[cc].isStatic;
- chunk.visible = isChunkVisible(fs, cc);
- chunk.support = isSupports[cc];
-
- if (assetModel != nullptr)
- {
- const BlastModel& model = assetModel->getModel();
-
- BPPGraphicsMesh& graphicsMesh = chunk.graphicsMesh;
- ::init(graphicsMesh);
-
- const BlastModel::Chunk& chunk = model.chunks[cc];
-
- const std::vector<BlastModel::Chunk::Mesh>& meshes = chunk.meshes;
- int meshSize = meshes.size();
-
- if (meshSize == 0)
- {
- continue;
- }
-
- std::vector<physx::PxVec3> positions;
- std::vector<physx::PxVec3> normals;
- std::vector<physx::PxVec2> uv;
- std::vector<uint32_t> ind;
- std::vector<int> faceBreakPoint;
- std::vector<uint32_t> materialIndexes;
- uint16_t curIndex = 0;
- for (int ms = 0; ms < meshSize; ms++)
- {
- const BlastModel::Chunk::Mesh& mesh = meshes[ms];
- materialIndexes.push_back(mesh.materialIndex);
- const SimpleMesh& simpleMesh = mesh.mesh;
- const std::vector<SimpleMesh::Vertex>& vertices = simpleMesh.vertices;
- const std::vector<uint16_t>& indices = simpleMesh.indices;
-
- int NumVertices = vertices.size();
- for (uint32_t i = 0; i < NumVertices; ++i)
- {
- positions.push_back(physx::PxVec3(vertices[i].position.x, vertices[i].position.y, vertices[i].position.z));
- normals.push_back(physx::PxVec3(vertices[i].normal.x, vertices[i].normal.y, vertices[i].normal.z));
- uv.push_back(physx::PxVec2(vertices[i].uv.x, vertices[i].uv.y));
- }
- int NumIndices = indices.size();
- for (uint32_t i = 0; i < NumIndices; ++i)
- {
- ind.push_back(indices[i] + curIndex);
- }
- curIndex += NumIndices;
- faceBreakPoint.push_back(NumIndices / 3);
- }
-
- graphicsMesh.materialAssignments.buf = new BPPMaterialAssignments[materialIndexes.size()];
- graphicsMesh.materialAssignments.arraySizes[0] = materialIndexes.size();
- for (size_t i = 0; i < materialIndexes.size(); ++i)
- {
- BPPMaterialAssignments& assignment = graphicsMesh.materialAssignments.buf[i];
- assignment.libraryMaterialID = materialIndexes[i];
- assignment.faceMaterialID = materialIndexes[i];
- }
-
- graphicsMesh.positions.buf = new nvidia::NvVec3[positions.size()];
- graphicsMesh.positions.arraySizes[0] = positions.size();
- for (size_t i = 0; i < positions.size(); ++i)
- {
- nvidia::NvVec3& item = graphicsMesh.positions.buf[i];
- item.x = positions[i].x;
- item.y = positions[i].y;
- item.z = positions[i].z;
- }
-
- graphicsMesh.normals.buf = new nvidia::NvVec3[normals.size()];
- graphicsMesh.normals.arraySizes[0] = normals.size();
- for (size_t i = 0; i < normals.size(); ++i)
- {
- nvidia::NvVec3& item = graphicsMesh.normals.buf[i];
- item.x = normals[i].x;
- item.y = normals[i].y;
- item.z = normals[i].z;
- }
-
- graphicsMesh.texcoords.buf = new nvidia::NvVec2[uv.size()];
- graphicsMesh.texcoords.arraySizes[0] = uv.size();
- for (size_t i = 0; i < uv.size(); ++i)
- {
- nvidia::NvVec2& item = graphicsMesh.texcoords.buf[i];
- item.x = uv[i].x;
- item.y = uv[i].y;
- }
-
- size_t indexCount = ind.size();
- size_t faceCount = ind.size() / 3;
-
- graphicsMesh.vertextCountInFace = 3;
-
- graphicsMesh.positionIndexes.buf = new int32_t[indexCount];
- graphicsMesh.positionIndexes.arraySizes[0] = indexCount;
-
- graphicsMesh.normalIndexes.buf = new int32_t[indexCount];
- graphicsMesh.normalIndexes.arraySizes[0] = indexCount;
-
- graphicsMesh.texcoordIndexes.buf = new int32_t[indexCount];
- graphicsMesh.texcoordIndexes.arraySizes[0] = indexCount;
-
- graphicsMesh.materialIDs.buf = new int32_t[faceCount];
- graphicsMesh.materialIDs.arraySizes[0] = faceCount;
-
- for (size_t i = 0; i < indexCount; ++i)
- {
- graphicsMesh.positionIndexes.buf[i] = ind[i];
- graphicsMesh.normalIndexes.buf[i] = ind[i];
- graphicsMesh.texcoordIndexes.buf[i] = ind[i];
- /*
- size_t j = 0;
- for (; j < faceBreakPoint.size(); ++j)
- {
- if (i < faceBreakPoint[j])
- break;
- }
- graphicsMesh.materialIDs.buf[i / 3] = j;
- */
- }
-
- for (size_t f = 0; f < faceCount; f++)
- {
- int32_t ex = f < faceBreakPoint[0] ? 0 : 1;
- graphicsMesh.materialIDs.buf[f] = ex;
- }
- }
- }
-
- if (addTo)
- {
- merge(blast.chunks, chunkArray);
- }
- else
- {
- apart(blast.chunks, chunkArray);
- }
- }
-
- // bonds
- BPPBondArray bondArray;
- {
- bondArray.buf = new BPPBond[bondCount];
- bondArray.arraySizes[0] = bondCount;
- char bondname[10];
- bool visible;
- for (int bc = 0; bc < bondCount; ++bc)
- {
- BPPBond& bond = bondArray.buf[bc];
- bond.name.buf = nullptr;
- ::init(bond);
-
- visible = isChunkVisible(fs, fromIDs[bc]) || isChunkVisible(fs, toIDs[bc]);
- bond.visible = visible;
- bond.fromChunk = fromIDs[bc];
- bond.toChunk = toIDs[bc];
-
- sprintf(bondname, "Bond_%d_%d", bond.fromChunk, bond.toChunk);
- copy(bond.name, bondname);
- bond.asset = asset.ID;
-
- bond.support.healthMask.buf = nullptr;
- bond.support.bondStrength = 1.0;
- bond.support.enableJoint = false;
- }
-
- if (addTo)
- {
- merge(blast.bonds, bondArray);
- }
- else
- {
- apart(blast.bonds, bondArray);
- }
- }
-
- freeBlast(bondArray);
- freeBlast(chunkArray);
- freeBlast(assetArray);
-
- m_bNeedRefreshTree = true;
-}
-#endif
-
-void SampleManager::updateAssetFamilyStressSolver(BPPAsset* bppAsset, BPPStressSolver& stressSolver)
-{
- if (nullptr == bppAsset || nullptr == bppAsset->name.buf || 0 == strlen(bppAsset->name.buf))
- return;
-
- BlastAsset* blastAsset = nullptr;
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator itr = m_AssetDescMap.begin();
- for (; itr != m_AssetDescMap.end(); ++itr)
- {
- if (itr->second.name == bppAsset->name.buf)
- {
- blastAsset = itr->first;
- break;
- }
- }
-
- if (nullptr == blastAsset)
- return;
-
- std::vector<BlastFamily*>& families = m_AssetFamiliesMap[blastAsset];
-
- for (BlastFamily* family : families)
- {
- BlastFamily::Settings settings = family->getSettings();
-
- ExtStressSolverSettings & stressSolverSettings = settings.stressSolverSettings;
- stressSolverSettings.hardness = stressSolver.hardness;
- stressSolverSettings.stressLinearFactor = stressSolver.linearFactor;
- stressSolverSettings.stressAngularFactor = stressSolver.angularFactor;
- stressSolverSettings.bondIterationsPerFrame = stressSolver.bondIterationsPerFrame;
- stressSolverSettings.graphReductionLevel = stressSolver.graphReductionLevel;
- family->setSettings(settings);
- }
-}
-
-void SampleManager::updateModelMeshToProjectParam(BlastAsset* pBlastAsset)
-{
- BlastProject& project = BlastProject::ins();
- BlastAssetModel* assetModel = dynamic_cast<BlastAssetModel*>(pBlastAsset);
- BPPBlast& blast = project.getParams().blast;
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = getAssetDescMap();
- AssetList::ModelAsset desc = AssetDescMap[pBlastAsset];
-
- int assetId = project.getAssetIDByName(desc.name.c_str());
- if (-1 == assetId)
- return;
-
- std::vector<BPPChunk*> chunks = project.getChildrenChunks(assetId);
-
- BPPChunk& chunk = *chunks[0];//unfracture model only has one chunk
-
- if (assetModel != nullptr)
- {
- const BlastModel& model = assetModel->getModel();
-
- BPPGraphicsMesh& graphicsMesh = chunk.graphicsMesh;
-
- const BlastModel::Chunk& chunk = model.chunks[0];//unfracture model only has one chunk
-
- const std::vector<BlastModel::Chunk::Mesh>& meshes = chunk.meshes;
- int meshSize = meshes.size();
-
- if (meshSize == 0)
- {
- return;
- }
-
- std::vector<physx::PxVec3> positions;
- for (int ms = 0; ms < meshSize; ms++)
- {
- const BlastModel::Chunk::Mesh& mesh = meshes[ms];
- const SimpleMesh& simpleMesh = mesh.mesh;
- const std::vector<SimpleMesh::Vertex>& vertices = simpleMesh.vertices;
-
- int NumVertices = vertices.size();
- for (uint32_t i = 0; i < NumVertices; ++i)
- {
- positions.push_back(physx::PxVec3(vertices[i].position.x, vertices[i].position.y, vertices[i].position.z));
- }
- }
-
- for (size_t i = 0; i < positions.size(); ++i)
- {
- nvidia::NvVec3& item = graphicsMesh.positions.buf[i];
- item.x = positions[i].x;
- item.y = positions[i].y;
- item.z = positions[i].z;
- }
- }
-}
-
-#if 0
-void SampleManager::applyFamilyToProjectParam(BlastFamily* pBlastFamily, bool addTo)
-{
- const BlastAsset& blastAsset = pBlastFamily->getBlastAsset();
- BlastAsset* pBlastAsset = (BlastAsset*)&blastAsset;
-
- std::vector<BlastFamily*>& fs = m_AssetFamiliesMap[pBlastAsset];
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = getAssetDescMap();
- AssetList::ModelAsset desc = AssetDescMap[pBlastAsset];
-
- const BlastFamily::Settings& familySetting = pBlastFamily->getSettings();
- physx::PxTransform transform = familySetting.transform;
-
- char str[MAX_PATH];
-
- BPPBlast& blast = BlastProject::ins().getParams().blast;
- int assetID = BlastProject::ins().getAssetIDByName(desc.name.c_str());
-
- // instance array
- BPPAssetInstanceArray instanceArray;
- instanceArray.arraySizes[0] = 1;
- instanceArray.buf = new BPPAssetInstance[1];
- BPPAssetInstance& instance = instanceArray.buf[0];
- if (addTo)
- {
- ::init(instance);
- int instanceIndex = fs.size() - 1;
- sprintf(str, "%s_%d", desc.name.c_str(), instanceIndex);
- copy(instance.name, str);
- instance.asset = assetID;
- PxVec3 p = transform.p;
- PxQuat q = transform.q;
- instance.transform.position = nvidia::NvVec3(p.x, p.y, p.z);
- instance.transform.rotation = nvidia::NvVec4(q.x, q.y, q.z, q.w);
- }
- else
- {
- BPPAssetInstance* pInstance = getInstanceByFamily(pBlastFamily);
- copy(instance, *pInstance);
- }
-
- std::vector<BPPAssetInstance*> instances;
- BlastProject::ins().getAssetInstances(assetID, instances);
- int instanceSize = instances.size();
- std::vector<std::string> instanceNames(instanceSize);
- std::vector<BlastFamily*> instanceFamilys(instanceSize);
- for (int is = 0; is < instanceSize; is++)
- {
- instanceNames[is] = instances[is]->name;
- instanceFamilys[is] = m_instanceFamilyMap[instances[is]];
- m_instanceFamilyMap.erase(m_instanceFamilyMap.find(instances[is]));
- }
-
- if (addTo)
- {
- merge(blast.blastAssetInstances, instanceArray);
- instanceNames.push_back(str);
- instanceFamilys.push_back(pBlastFamily);
-
- std::vector<BPPChunk*> chunks = BlastProject::ins().getChildrenChunks(assetID);
- for (size_t i = 0; i < chunks.size(); ++i)
- {
- chunks[i]->visible = isChunkVisible(fs, i);
- }
- }
- else
- {
- apart(blast.blastAssetInstances, instanceArray);
- }
-
- instanceSize = instanceNames.size();
- for (int is = 0; is < instanceSize; is++)
- {
- BPPAssetInstance* curInstance = BlastProject::ins().getAssetInstance(assetID, instanceNames[is].c_str());
- if (curInstance != nullptr)
- {
- m_instanceFamilyMap[curInstance] = instanceFamilys[is];
- }
- }
-
- freeBlast(instanceArray);
-
- m_bNeedRefreshTree = true;
-}
-#endif
-
-BlastAsset* SampleManager::loadBlastFile(std::string dir, std::string file, AssetList::ModelAsset modelAsset)
-{
- GlobalSettings::Inst().m_projectFileDir = dir;
- GlobalSettings::Inst().m_projectFileName = file;
-
- TkFramework& framework = getBlastController().getTkFramework();
- PxPhysics& physics = getPhysXController().getPhysics();
- PxCooking& cooking = getPhysXController().getCooking();
- Renderer& renderer = getRenderer();
- ExtSerialization& serialization = *getBlastController().getExtSerialization();
-
- BlastAssetModelSimple* pBlastAssetModelSimple = new BlastAssetModelSimple(
- framework, physics, cooking, serialization, renderer, file.c_str());
-
- addBlastAsset(pBlastAssetModelSimple, modelAsset);
-
- return pBlastAssetModelSimple;
-}
-
-void SampleManager::addBlastAsset(BlastAssetModelSimple* pBlastAssetModelSimple, AssetList::ModelAsset modelAsset, bool inProject)
-{
- // 1
- m_AssetDescMap[pBlastAssetModelSimple] = modelAsset;
- m_AssetFamiliesMap[pBlastAssetModelSimple].clear();
- pBlastAssetModelSimple->initialize();
-
- // 2
- m_sceneController->addBlastAsset(pBlastAssetModelSimple, modelAsset);
-
- if (!inProject)
- {
- // 3
- _addAssetToProjectParam(pBlastAssetModelSimple);
- }
-
- //4
- const BlastModel& model = pBlastAssetModelSimple->getModel();
- const physx::PxVec3 extent = (model.bbMax - model.bbMin) * 0.5f;
- atcore_float3 max = gfsdk_max(*(atcore_float3*)&m_assetExtents, *(atcore_float3*)&(extent));
- m_assetExtents = *(physx::PxVec3*)&max;
-
- getGizmoToolController().setAxisLength(m_assetExtents.magnitude());
-
- m_bNeedRefreshTree = true;
- /*
- BPPAsset* pBPPAsset = BlastProject::ins().getAsset(modelAsset.name.c_str());
- BlastSceneTree::ins()->addBlastAsset(*pBPPAsset);
- */
-}
-
-void SampleManager::removeBlastAsset(BlastAssetModelSimple* pBlastAssetModelSimple)
-{
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator itADM = m_AssetDescMap.find(pBlastAssetModelSimple);
- /*
- AssetList::ModelAsset modelAsset = itADM->second;
- BPPAsset* pBPPAsset = BlastProject::ins().getAsset(modelAsset.name.c_str());
- BlastSceneTree::ins()->removeBlastInstances(*pBPPAsset);
- BlastSceneTree::ins()->removeBlastAsset(*pBPPAsset);
- */
- // 3
- _removeInstancesFromProjectParam(pBlastAssetModelSimple);
- _removeAssetFromProjectParam(pBlastAssetModelSimple);
-
- // 2
- m_sceneController->removeBlastAsset(pBlastAssetModelSimple);
-
- _refreshInstanceFamilyMap();
-
- // 1
- m_AssetDescMap.erase(itADM);
-
- m_bNeedRefreshTree = true;
-}
-
-BlastFamily* SampleManager::addBlastFamily(BlastAsset* pBlastAsset, physx::PxTransform transform, bool inProject)
-{
- if (pBlastAsset == nullptr)
- {
- return nullptr;
- }
-
- BlastFamily* pBlastFamily = m_sceneController->addBlastFamily(pBlastAsset, transform);
-
- if (!inProject)
- {
- _addInstanceToProjectParam(pBlastFamily);
- }
-
- _refreshInstanceFamilyMap();
- /*
- BPPAssetInstance* pBPPAssetInstance = getInstanceByFamily(pBlastFamily);
- BlastSceneTree::ins()->addBlastInstance(*pBPPAssetInstance);
- */
- /*
- AssetList::ModelAsset modelAsset = m_AssetDescMap[pBlastAsset];
- int assetID = BlastProject::ins().getAssetIDByName(modelAsset.name.c_str());
- std::vector<BPPAssetInstance*> instances;
- BlastProject::ins().getAssetInstances(assetID, instances);
- std::vector<BlastFamily*> families = m_AssetFamiliesMap[pBlastAsset];
- int familiesSize = families.size();
- for (int fs = 0; fs < familiesSize; fs++)
- {
- m_instanceFamilyMap.insert(std::make_pair(instances[fs], families[fs]));
- }
- */
- // should not quit here. we still need set up right bounding extent
- m_bNeedRefreshTree = true;
- return pBlastFamily;
-}
-
-bool SampleManager::removeBlastFamily(BlastAsset* pBlastAsset, int nFamilyIndex)
-{
- if (pBlastAsset == nullptr)
- {
- return false;
- }
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itAFM = m_AssetFamiliesMap.find(pBlastAsset);
- if (itAFM == m_AssetFamiliesMap.end())
- {
- return false;
- }
-
- std::vector<BlastFamily*> families = itAFM->second;
- int familySize = families.size();
- if (familySize == 0 || familySize <= nFamilyIndex)
- {
- return false;
- }
-
- _removeInstanceFromProjectParam(families[nFamilyIndex]);
- /*
- BPPAssetInstance* pBPPAssetInstance = getInstanceByFamily(families[nFamilyIndex]);
- BlastSceneTree::ins()->addBlastInstance(*pBPPAssetInstance);
- */
- m_sceneController->removeBlastFamily(pBlastAsset, nFamilyIndex);
-
- _refreshInstanceFamilyMap();
- m_bNeedRefreshTree = true;
- return true;
-}
-
-void SampleManager::refreshAsset(BlastAsset* pBlastAsset)
-{
- m_fTool->setSourceAsset(pBlastAsset);
- m_fTool->finalizeFracturing();
-
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator it = m_AssetDescMap.find(pBlastAsset);
- AssetList::ModelAsset desc = it->second;
-
- int nChunkCount = pBlastAsset->getPxAsset()->getChunkCount();
- int nBondCount = pBlastAsset->getPxAsset()->getTkAsset().getBondCount();
-
- std::vector<bool> supports(nChunkCount);
- std::vector<bool> statics(nChunkCount);
-
- int nCur = 0;
-
- BPPBlast& blast = BlastProject::ins().getParams().blast;
- int assetID = BlastProject::ins().getAssetIDByName(desc.name.c_str());
- int chunkSize = blast.chunks.arraySizes[0];
- for (int cs = 0; cs < chunkSize; cs++)
- {
- BPPChunk& chunk = blast.chunks.buf[cs];
- if (chunk.asset == assetID)
- {
- supports[nCur] = chunk.support;
- statics[nCur] = chunk.staticFlag;
- nCur++;
- }
- }
-
- if (nCur != nChunkCount)
- {
- assert("chunk size not right");
- }
-
- nCur = 0;
-
- std::vector<uint8_t> joints(nBondCount);
- std::vector<uint32_t> worlds(nBondCount);
- int bondSize = blast.bonds.arraySizes[0];
- for (int bs = 0; bs < bondSize; bs++)
- {
- BPPBond& bond = blast.bonds.buf[bs];
- if (bond.asset == assetID)
- {
- joints[nCur] = bond.support.enableJoint;
- worlds[nCur] = bond.toChunk;
- nCur++;
- }
- }
-
- if (nCur != nBondCount)
- {
- assert("bond size not right");
- }
-
- _replaceAsset(pBlastAsset, supports, statics, joints, worlds);
-}
-
-void SampleManager::UpdateCamera()
-{
- m_renderer->UpdateCamera();
-}
-
-void SampleManager::ResetUpDir(bool zup)
-{
- m_physXController->ResetUpDir(zup);
-}
-
-void SampleManager::_addAssetToProjectParam(BlastAsset* pBlastAsset)
-{
- BlastAssetModel* assetModel = dynamic_cast<BlastAssetModel*>(pBlastAsset);
-
- BPPBlast& blast = BlastProject::ins().getParams().blast;
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>& AssetFamiliesMap = getAssetFamiliesMap();
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = getAssetDescMap();
-
- AssetList::ModelAsset desc = AssetDescMap[pBlastAsset];
- std::vector<BlastFamily*>& fs = AssetFamiliesMap[pBlastAsset];
-
- BlastController& blastController = getBlastController();
- SceneController& sceneController = getSceneController();
-
- char str[MAX_PATH];
-
- // asset array
- BPPAssetArray assetArray;
- assetArray.arraySizes[0] = 1;
- assetArray.buf = new BPPAsset[1];
- BPPAsset& asset = assetArray.buf[0];
- ::init(asset);
- copy(asset.name, desc.name.c_str());
- asset.ID = BlastProject::ins().generateNewAssetID();
- merge(blast.blastAssets, assetArray);
-
- const ExtPxAsset* pExtPxAsset = pBlastAsset->getPxAsset();
- const ExtPxChunk* pExtPxChunk = pExtPxAsset->getChunks();
-
- const TkAsset& tkAsset = pExtPxAsset->getTkAsset();
- uint32_t chunkCount = tkAsset.getChunkCount();
- const NvBlastChunk* pNvBlastChunk = tkAsset.getChunks();
- uint32_t bondCount = tkAsset.getBondCount();
- const NvBlastBond* pNvBlastBond = tkAsset.getBonds();
-
- const NvBlastSupportGraph supportGraph = tkAsset.getGraph();
- uint32_t* chunkIndices = supportGraph.chunkIndices;
- uint32_t* adjacencyPartition = supportGraph.adjacencyPartition;
- uint32_t* adjacentNodeIndices = supportGraph.adjacentNodeIndices;
- uint32_t* adjacentBondIndices = supportGraph.adjacentBondIndices;
-
- std::vector<bool> isSupports(chunkCount);
- isSupports.assign(chunkCount, false);
- std::vector<uint32_t> fromIDs(bondCount);
- std::vector<uint32_t> toIDs(bondCount);
- fromIDs.assign(bondCount, -1);
- toIDs.assign(bondCount, -1);
-
- for (uint32_t node0 = 0; node0 < supportGraph.nodeCount; ++node0)
- {
- const uint32_t chunkIndex0 = supportGraph.chunkIndices[node0];
- if (chunkIndex0 >= chunkCount)
- {
- continue;
- }
-
- isSupports[chunkIndex0] = true;
-
- for (uint32_t adjacencyIndex = adjacencyPartition[node0]; adjacencyIndex < adjacencyPartition[node0 + 1]; adjacencyIndex++)
- {
- uint32_t node1 = supportGraph.adjacentNodeIndices[adjacencyIndex];
-
- // add this condition if you don't want to iterate all bonds twice
- if (node0 > node1)
- continue;
-
- const uint32_t chunkIndex1 = supportGraph.chunkIndices[node1];
-
- uint32_t bondIndex = supportGraph.adjacentBondIndices[adjacencyIndex];
-
- if (chunkIndex0 < chunkIndex1)
- {
- fromIDs[bondIndex] = chunkIndex0;
- toIDs[bondIndex] = chunkIndex1;
- }
- else
- {
- fromIDs[bondIndex] = chunkIndex1;
- toIDs[bondIndex] = chunkIndex0;
- }
- }
- }
-
- // chunks
- BPPChunkArray chunkArray;
- {
- chunkArray.buf = new BPPChunk[chunkCount];
- chunkArray.arraySizes[0] = chunkCount;
- char chunkname[32];
- for (int cc = 0; cc < chunkCount; ++cc)
- {
- BPPChunk& chunk = chunkArray.buf[cc];
- ::init(chunk);
-
- //std::vector<uint32_t> parentChunkIndexes;
- //parentChunkIndexes.push_back(cc);
- //uint32_t parentChunkIndex = cc;
- //while ((parentChunkIndex = pNvBlastChunk[parentChunkIndex].parentChunkIndex) != -1)
- //{
- // parentChunkIndexes.push_back(parentChunkIndex);
- //}
-
- std::string strChunkName = "Chunk";
- sprintf(chunkname, "_%d", cc);
- strChunkName += chunkname;
- //for (int pcIndex = parentChunkIndexes.size() - 1; pcIndex >= 0; pcIndex--)
- //{
- // sprintf(chunkname, "_%d", parentChunkIndexes[pcIndex]);
- // strChunkName += chunkname;
- //}
- copy(chunk.name, strChunkName.c_str());
-
- chunk.asset = asset.ID;
- chunk.ID = cc;
- chunk.parentID = pNvBlastChunk[cc].parentChunkIndex;
- chunk.staticFlag = pExtPxChunk[cc].isStatic;
- chunk.visible = isChunkVisible(fs, cc);
- chunk.support = isSupports[cc];
-
- if (assetModel != nullptr)
- {
- const BlastModel& model = assetModel->getModel();
-
- BPPGraphicsMesh& graphicsMesh = chunk.graphicsMesh;
- ::init(graphicsMesh);
-
- const BlastModel::Chunk& chunk = model.chunks[cc];
-
- const std::vector<BlastModel::Chunk::Mesh>& meshes = chunk.meshes;
- int meshSize = meshes.size();
-
- if (meshSize == 0)
- {
- continue;
- }
-
- std::vector<physx::PxVec3> positions;
- std::vector<physx::PxVec3> normals;
- std::vector<physx::PxVec3> tangents;
- std::vector<physx::PxVec2> uv;
- std::vector<uint32_t> ind;
- std::vector<int> faceBreakPoint;
- std::vector<uint32_t> materialIndexes;
- uint16_t curIndex = 0;
- for (int ms = 0; ms < meshSize; ms++)
- {
- const BlastModel::Chunk::Mesh& mesh = meshes[ms];
- materialIndexes.push_back(mesh.materialIndex);
- const SimpleMesh& simpleMesh = mesh.mesh;
- const std::vector<SimpleMesh::Vertex>& vertices = simpleMesh.vertices;
- const std::vector<uint16_t>& indices = simpleMesh.indices;
-
- int NumVertices = vertices.size();
- for (uint32_t i = 0; i < NumVertices; ++i)
- {
- positions.push_back(physx::PxVec3(vertices[i].position.x, vertices[i].position.y, vertices[i].position.z));
- normals.push_back(physx::PxVec3(vertices[i].normal.x, vertices[i].normal.y, vertices[i].normal.z));
- tangents.push_back(physx::PxVec3(vertices[i].tangent.x, vertices[i].tangent.y, vertices[i].tangent.z));
- uv.push_back(physx::PxVec2(vertices[i].uv.x, vertices[i].uv.y));
- }
- int NumIndices = indices.size();
- for (uint32_t i = 0; i < NumIndices; ++i)
- {
- ind.push_back(indices[i] + curIndex);
- }
- curIndex += NumVertices;
- faceBreakPoint.push_back(NumIndices / 3);
- }
-
- graphicsMesh.materialAssignments.buf = new BPPMaterialAssignments[materialIndexes.size()];
- graphicsMesh.materialAssignments.arraySizes[0] = materialIndexes.size();
- for (size_t i = 0; i < materialIndexes.size(); ++i)
- {
- BPPMaterialAssignments& assignment = graphicsMesh.materialAssignments.buf[i];
- assignment.libraryMaterialID = materialIndexes[i];
- assignment.faceMaterialID = materialIndexes[i];
- }
-
- graphicsMesh.positions.buf = new nvidia::NvVec3[positions.size()];
- graphicsMesh.positions.arraySizes[0] = positions.size();
- for (size_t i = 0; i < positions.size(); ++i)
- {
- nvidia::NvVec3& item = graphicsMesh.positions.buf[i];
- item.x = positions[i].x;
- item.y = positions[i].y;
- item.z = positions[i].z;
- }
-
- graphicsMesh.normals.buf = new nvidia::NvVec3[normals.size()];
- graphicsMesh.normals.arraySizes[0] = normals.size();
- for (size_t i = 0; i < normals.size(); ++i)
- {
- nvidia::NvVec3& item = graphicsMesh.normals.buf[i];
- item.x = normals[i].x;
- item.y = normals[i].y;
- item.z = normals[i].z;
- }
-
- graphicsMesh.tangents.buf = new nvidia::NvVec3[tangents.size()];
- graphicsMesh.tangents.arraySizes[0] = tangents.size();
- for (size_t i = 0; i < tangents.size(); ++i)
- {
- nvidia::NvVec3& item = graphicsMesh.tangents.buf[i];
- item.x = tangents[i].x;
- item.y = tangents[i].y;
- item.z = tangents[i].z;
- }
-
- graphicsMesh.texcoords.buf = new nvidia::NvVec2[uv.size()];
- graphicsMesh.texcoords.arraySizes[0] = uv.size();
- for (size_t i = 0; i < uv.size(); ++i)
- {
- nvidia::NvVec2& item = graphicsMesh.texcoords.buf[i];
- item.x = uv[i].x;
- item.y = uv[i].y;
- }
-
- size_t indexCount = ind.size();
- size_t faceCount = ind.size() / 3;
-
- graphicsMesh.vertextCountInFace = 3;
-
- graphicsMesh.positionIndexes.buf = new int32_t[indexCount];
- graphicsMesh.positionIndexes.arraySizes[0] = indexCount;
-
- graphicsMesh.normalIndexes.buf = new int32_t[indexCount];
- graphicsMesh.normalIndexes.arraySizes[0] = indexCount;
-
- graphicsMesh.texcoordIndexes.buf = new int32_t[indexCount];
- graphicsMesh.texcoordIndexes.arraySizes[0] = indexCount;
-
- graphicsMesh.materialIDs.buf = new int32_t[faceCount];
- graphicsMesh.materialIDs.arraySizes[0] = faceCount;
-
- for (size_t i = 0; i < indexCount; ++i)
- {
- graphicsMesh.positionIndexes.buf[i] = ind[i];
- graphicsMesh.normalIndexes.buf[i] = ind[i];
- graphicsMesh.texcoordIndexes.buf[i] = ind[i];
- }
-
- for (size_t f = 0; f < faceCount; f++)
- {
- int32_t ex = f < faceBreakPoint[0] ? 0 : 1;
- graphicsMesh.materialIDs.buf[f] = ex;
- }
- }
- }
-
- merge(blast.chunks, chunkArray);
- }
-
- // bonds
- BPPBondArray bondArray;
- {
- bondArray.buf = new BPPBond[bondCount];
- bondArray.arraySizes[0] = bondCount;
- char bondname[64];
- bool visible;
- for (int bc = 0; bc < bondCount; ++bc)
- {
- BPPBond& bond = bondArray.buf[bc];
- bond.name.buf = nullptr;
- ::init(bond);
-
- visible = isChunkVisible(fs, fromIDs[bc]) || isChunkVisible(fs, toIDs[bc]);
- bond.visible = visible;
- bond.fromChunk = fromIDs[bc];
- bond.toChunk = toIDs[bc];
-
- if (bond.toChunk == 0xFFFFFFFF)
- {
- sprintf(bondname, "Bond_%d_world", bond.fromChunk);
- }
- else
- {
- sprintf(bondname, "Bond_%d_%d", bond.fromChunk, bond.toChunk);
- }
- copy(bond.name, bondname);
- bond.asset = asset.ID;
-
- bond.support.healthMask.buf = nullptr;
- bond.support.bondStrength = 1.0;
- bond.support.enableJoint = false;
- }
-
- merge(blast.bonds, bondArray);
- }
-
- freeBlast(bondArray);
- freeBlast(chunkArray);
- freeBlast(assetArray);
-
- m_bNeedRefreshTree = true;
-}
-
-void SampleManager::_removeAssetFromProjectParam(BlastAsset* pBlastAsset)
-{
- if (pBlastAsset == nullptr)
- {
- return;
- }
-
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator itADM = m_AssetDescMap.find(pBlastAsset);
- if (itADM == m_AssetDescMap.end())
- {
- return;
- }
-
- AssetList::ModelAsset desc = m_AssetDescMap[pBlastAsset];
-
- BPPBlast& blast = BlastProject::ins().getParams().blast;
-
- int32_t assetId = BlastProject::ins().getAssetIDByName(desc.name.c_str());
-
- apart(blast.blastAssets, assetId);
- apart(blast.chunks, assetId);
- apart(blast.bonds, assetId);
-}
-
-void SampleManager::_addInstanceToProjectParam(BlastFamily* pBlastFamily)
-{
- const BlastAsset& blastAsset = pBlastFamily->getBlastAsset();
- BlastAsset* pBlastAsset = (BlastAsset*)&blastAsset;
-
- std::vector<BlastFamily*>& fs = m_AssetFamiliesMap[pBlastAsset];
- AssetList::ModelAsset desc = m_AssetDescMap[pBlastAsset];
-
- const BlastFamily::Settings& familySetting = pBlastFamily->getSettings();
- physx::PxTransform transform = familySetting.transform;
-
- char str[MAX_PATH];
-
- BPPBlast& blast = BlastProject::ins().getParams().blast;
- int assetID = BlastProject::ins().getAssetIDByName(desc.name.c_str());
-
- // instance array
- BPPAssetInstanceArray instanceArray;
- instanceArray.arraySizes[0] = 1;
- instanceArray.buf = new BPPAssetInstance[1];
- BPPAssetInstance& instance = instanceArray.buf[0];
- ::init(instance);
- int instanceIndex = fs.size() - 1;
- sprintf(str, "%s_%d", desc.name.c_str(), instanceIndex);
- copy(instance.name, str);
- instance.asset = assetID;
- PxVec3 p = transform.p;
- PxQuat q = transform.q;
- instance.transform.position = nvidia::NvVec3(p.x, p.y, p.z);
- instance.transform.rotation = nvidia::NvVec4(q.x, q.y, q.z, q.w);
-
- merge(blast.blastAssetInstances, instanceArray);
-
- std::vector<BPPChunk*> chunks = BlastProject::ins().getChildrenChunks(assetID);
- for (size_t i = 0; i < chunks.size(); ++i)
- {
- chunks[i]->visible = isChunkVisible(fs, i);
- }
-
- freeBlast(instanceArray);
-
- m_bNeedRefreshTree = true;
-}
-
-void SampleManager::_removeInstanceFromProjectParam(BlastFamily* pBlastFamily)
-{
- BPPAssetInstance* pInstance = getInstanceByFamily(pBlastFamily);
- if (pInstance == nullptr)
- {
- return;
- }
-
- BPPBlast& blast = BlastProject::ins().getParams().blast;
- apart(blast.blastAssetInstances, pInstance->asset, pInstance->name.buf);
-}
-
-void SampleManager::_removeInstancesFromProjectParam(BlastAsset* pBlastAsset)
-{
- if (pBlastAsset == nullptr)
- {
- return;
- }
-
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator itADM = m_AssetDescMap.find(pBlastAsset);
- if (itADM == m_AssetDescMap.end())
- {
- return;
- }
-
- AssetList::ModelAsset desc = m_AssetDescMap[pBlastAsset];
-
- BPPBlast& blast = BlastProject::ins().getParams().blast;
-
- int32_t assetId = BlastProject::ins().getAssetIDByName(desc.name.c_str());
-
- apart(blast.blastAssetInstances, assetId);
-}
-
-void SampleManager::_refreshInstanceFamilyMap()
-{
- m_instanceFamilyMap.clear();
-
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator itADM;
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itAFM;
- for (itADM = m_AssetDescMap.begin(); itADM != m_AssetDescMap.end(); itADM++)
- {
- BlastAsset* pBlastAsset = itADM->first;
- itAFM = m_AssetFamiliesMap.find(pBlastAsset);
- if (itAFM == m_AssetFamiliesMap.end())
- {
- continue;
- }
-
- AssetList::ModelAsset modelAsset = itADM->second;
- int assetID = BlastProject::ins().getAssetIDByName(modelAsset.name.c_str());
- std::vector<BPPAssetInstance*> instances;
- BlastProject::ins().getAssetInstances(assetID, instances);
- int instancesSize = instances.size();
- std::vector<BlastFamily*> families = itAFM->second;
- int familiesSize = families.size();
- if (instancesSize != familiesSize)
- {
- assert("size of instance in scene and project not equal");
- }
- for (int fs = 0; fs < familiesSize; fs++)
- {
- m_instanceFamilyMap.insert(std::make_pair(instances[fs], families[fs]));
- }
- }
-}
-
-bool SampleManager::eventAlreadyHandled()
-{
- bool isAlt = (GetAsyncKeyState(VK_MENU) && 0x8000);
- bool isLight = (GetAsyncKeyState('L') && 0x8000);
- return m_selectionToolController->IsEnabled() && !(isAlt || isLight);
-}
-
-void SampleManager::ApplyAutoSelectNewChunks(BlastAsset* pNewBlastAsset, std::vector<uint32_t>& NewChunkIndexes)
-{
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itAFM = m_AssetFamiliesMap.find(pNewBlastAsset);
- if (itAFM == m_AssetFamiliesMap.end())
- {
- return;
- }
-
- bool autoSelectNewChunks = BlastProject::ins().getParams().fracture.general.autoSelectNewChunks;
-
- std::vector<BlastFamily*> families = itAFM->second;
- for (BlastFamily* pBlastFamily : families)
- {
- pBlastFamily->clearChunksSelected();
-
- if (!autoSelectNewChunks)
- {
- continue;
- }
-
- for (uint32_t chunkInd : NewChunkIndexes)
- {
- pBlastFamily->setChunkSelected(chunkInd, true);
- pBlastFamily->setChunkVisible(chunkInd, true);
- }
- }
-
- BlastSceneTree::ins()->ApplyAutoSelectNewChunks(pNewBlastAsset, NewChunkIndexes);
-}
-
-void SampleManager::ApplySelectionDepthTest()
-{
- bool selectionDepthTest = BlastProject::ins().getParams().fracture.general.selectionDepthTest;
-
- std::vector<BlastFamily*>& families = m_blastController->getFamilies();
-
- for (BlastFamily* pBlastFamily : families)
- {
- std::vector<uint32_t> selectedChunks = pBlastFamily->getSelectedChunks();
-
- for (uint32_t chunkInd : selectedChunks)
- {
- pBlastFamily->setChunkSelected(chunkInd, true);
- pBlastFamily->setChunkVisible(chunkInd, true);
- }
- }
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleManager.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleManager.h
deleted file mode 100644
index 8daceb4..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/core/SampleManager.h
+++ /dev/null
@@ -1,363 +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.
-
-
-#ifndef SAMPLE_MANAGER_H
-#define SAMPLE_MANAGER_H
-
-#include "Application.h"
-#include "Sample.h"
-#include <map>
-#include <functional>
-#include "ProjectParams.h"
-#include "RenderMaterial.h"
-class SampleManager;
-class BlastFractureTool;
-class BlastAsset;
-class BlastFamily;
-
-namespace Nv
-{
- namespace Blast
- {
- class Mesh;
- class RandomGeneratorBase;
- class VoronoiSitesGenerator;
- struct SlicingConfiguration;
- }
-}
-
-class ISampleController : public IApplicationController
-{
-public:
-
- void setManager(SampleManager* manager)
- {
- m_manager = manager;
- }
-protected:
-
- SampleManager* getManager() const
- {
- return m_manager;
- }
-
-private:
- SampleManager* m_manager;
-};
-
-class FractureExecutor
-{
- friend class SampleManager;
-public:
- FractureExecutor()
- : m_fractureTool(0)
- , m_randomGenerator(nullptr)
- , m_pCurBlastAsset(nullptr)
- {
- m_chunkIds.clear();
- }
-
- virtual bool execute() = 0;
- void setSourceAsset(BlastAsset* blastAsset);
- void setTargetChunk(uint32_t chunkId)
- {
- m_chunkIds.clear();
- m_chunkIds.push_back(chunkId);
- }
- void setTargetChunks(std::vector<uint32_t>& chunkIds)
- {
- m_chunkIds.clear();
- std::vector<uint32_t>::iterator it;
- for (it = chunkIds.begin(); it != chunkIds.end(); it++)
- {
- m_chunkIds.push_back(*it);
- }
- std::sort(m_chunkIds.begin(), m_chunkIds.end(), std::greater<uint32_t>());
- }
- void setRandomGenerator(Nv::Blast::RandomGeneratorBase* randomGenerator) { m_randomGenerator = randomGenerator; }
-protected:
- BlastFractureTool* m_fractureTool;
- std::vector<uint32_t> m_chunkIds;
- Nv::Blast::RandomGeneratorBase* m_randomGenerator;
- BlastAsset* m_pCurBlastAsset;
-};
-
-class VoronoiFractureExecutor : public FractureExecutor
-{
-public:
- VoronoiFractureExecutor();
- void setBPPVoronoi(BPPVoronoi* voronoi) { m_voronoi = voronoi; }
-
- virtual bool execute();
-
-private:
- BPPVoronoi* m_voronoi;
-};
-
-class SliceFractureExecutor : public FractureExecutor
-{
-public:
- SliceFractureExecutor();
- void setBPPSlice(BPPSlice* slice) { m_slice = slice; }
-
- virtual bool execute();
-
-private:
- BPPSlice* m_slice;
-};
-
-enum SelectMode
-{
- SM_RESET = 0,
- SM_ADD,
- SM_SUB,
- SM_REMAIN,
-};
-
-class Renderer;
-class PhysXController;
-class BlastController;
-class SceneController;
-class DamageToolController;
-class SelectionToolController;
-class ExplodeToolController;
-class GizmoToolController;
-class EditionToolController;
-class SampleController;
-class CommonUIController;
-class SimpleRandomGenerator;
-class BlastAssetModelSimple;
-/**
-*/
-class SampleManager
-{
- friend class VoronoiFractureExecutor;
- friend class SliceFractureExecutor;
- public:
- static SampleManager* ins();
- SampleManager(DeviceManager* pDeviceManager);
- ~SampleManager();
-
- int init();
- int run();
- int free();
-
- bool createAsset(
- BlastAssetModelSimple** ppBlastAsset,
- std::vector<Nv::Blast::Mesh*>& meshes,
- std::vector<int32_t>& parentIds,
- std::vector<bool>& supports,
- std::vector<bool>& statics,
- std::vector<uint8_t>& joints,
- std::vector<uint32_t>& worlds);
-
- bool saveAsset(BlastAsset* pBlastAsset);
-
- bool exportAsset();
-
- Renderer& getRenderer()
- {
- return *m_renderer;
- }
-
- PhysXController& getPhysXController() const
- {
- return *m_physXController;
- }
-
- BlastController& getBlastController() const
- {
- return *m_blastController;
- }
-
- SceneController& getSceneController() const
- {
- return *m_sceneController;
- }
-
- DamageToolController& getDamageToolController() const
- {
- return *m_damageToolController;
- }
-
- SelectionToolController& getSelectionToolController() const
- {
- return *m_selectionToolController;
- }
-
- ExplodeToolController& getExplodeToolController() const
- {
- return *m_explodeToolController;
- }
- GizmoToolController& getGizmoToolController() const
- {
- return *m_gizmoToolController;
- }
-
- EditionToolController& getEditionToolController() const
- {
- return *m_editionToolController;
- }
-
- SampleController& getSampleController() const
- {
- return *m_sampleController;
- }
-
- CommonUIController& getCommonUIController() const
- {
- return *m_commonUIController;
- }
-
- std::vector<uint32_t> getCurrentSelectedChunks();
- std::map<BlastAsset*, std::vector<uint32_t>> getSelectedChunks();
- void clearChunksSelected();
- void setChunkSelected(std::vector<uint32_t> depths, bool selected);
- void setChunkVisible(std::vector<uint32_t> depths, bool bVisible);
-
- void setFractureExecutor(FractureExecutor* executor);
-
- void output(const char* str);
- void output(float value);
- void output(physx::PxVec3& vec);
-
- void clearScene();
- void resetScene();
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>& getAssetFamiliesMap()
- {
- return m_AssetFamiliesMap;
- }
- std::map<BlastAsset*, AssetList::ModelAsset>& getAssetDescMap()
- {
- return m_AssetDescMap;
- }
-
- BlastFamily* getFamilyByInstance(BPPAssetInstance* instance);
- BPPAssetInstance* getInstanceByFamily(BlastFamily* family);
- void updateFamily(BlastFamily* oldFamily, BlastFamily* newFamily);
-
- std::map<std::string, RenderMaterial*>& getRenderMaterials(){ return m_RenderMaterialMap; }
- void removeRenderMaterial(std::string name);
- void renameRenderMaterial(std::string oldName, std::string newName);
- void reloadRenderMaterial(std::string name, float r, float g, float b, bool diffuse = true);
- void reloadRenderMaterial(std::string name, std::string texture, RenderMaterial::TextureType tt = RenderMaterial::TT_Diffuse);
- void reloadRenderMaterial(std::string name, float specularShininess);
- RenderMaterial* getRenderMaterial(std::string name, bool create = true);
-
- bool m_bNeedRefreshTree;
-
- void getCurrentSelectedInstance(BlastAsset** ppBlastAsset, int& index);
- void setCurrentSelectedInstance(BlastAsset* pBlastAsset, int index);
- void getMaterialForCurrentFamily(std::string& name, bool externalSurface);
- void setMaterialForCurrentFamily(std::string name, bool externalSurface);
-
- void updateAssetFamilyStressSolver(BPPAsset* bppAsset, BPPStressSolver& stressSolver);
- // only update unfractured mode mesh
- void updateModelMeshToProjectParam(BlastAsset* pBlastAsset);
-
- BlastAsset* loadBlastFile(std::string dir, std::string file, AssetList::ModelAsset modelAsset);
- void addBlastAsset(BlastAssetModelSimple* pBlastAsset, AssetList::ModelAsset modelAsset, bool inProject = false);
- void removeBlastAsset(BlastAssetModelSimple* pBlastAsset);
- BlastFamily* addBlastFamily(BlastAsset* pBlastAsset, physx::PxTransform transform, bool inProject = false);
- bool removeBlastFamily(BlastAsset* pBlastAsset, int nFamilyIndex);
-
- BlastAsset* getCurBlastAsset() { return m_pCurBlastAsset; }
-
- void refreshAsset(BlastAsset* pBlastAsset);
-
- void UpdateCamera();
- void ResetUpDir(bool zup);
-
- bool IsSimulating() { return m_simulating; }
- void EnableSimulating(bool bSimulating);
- bool IsStepforward() { return m_stepforward; }
- void EnableStepforward(bool bStepforward);
-
- physx::PxVec3 getAssetExtent() { return m_assetExtents; }
-
- bool eventAlreadyHandled();
-
- void ApplyAutoSelectNewChunks(BlastAsset* pNewBlastAsset, std::vector<uint32_t>& NewChunkIndexes);
- void ApplySelectionDepthTest();
-
-private:
- void _createAsset(BlastAssetModelSimple** ppBlastAsset,
- std::vector<bool>& supports,
- std::vector<bool>& statics,
- std::vector<uint8_t>& joints,
- std::vector<uint32_t>& worlds);
-
- BlastAsset* _replaceAsset(BlastAsset* pBlastAsset,
- std::vector<bool>& supports,
- std::vector<bool>& statics,
- std::vector<uint8_t>& joints,
- std::vector<uint32_t>& worlds);
-
- void _setSourceAsset();
-
- void _addAssetToProjectParam(BlastAsset* pBlastAsset);
- void _removeAssetFromProjectParam(BlastAsset* pBlastAsset);
- void _addInstanceToProjectParam(BlastFamily* pBlastFamily);
- void _removeInstanceFromProjectParam(BlastFamily* pBlastFamily);
- void _removeInstancesFromProjectParam(BlastAsset* pBlastAsset);
- void _refreshInstanceFamilyMap();
-
-private:
- Renderer* m_renderer;
- PhysXController* m_physXController;
- BlastController* m_blastController;
- SceneController* m_sceneController;
- DamageToolController* m_damageToolController;
- SelectionToolController* m_selectionToolController;
- ExplodeToolController* m_explodeToolController;
- GizmoToolController* m_gizmoToolController;
- EditionToolController* m_editionToolController;
- SampleController* m_sampleController;
- CommonUIController* m_commonUIController;
-
- Application* m_pApplication;
-
- BlastFractureTool* m_fTool;
- FractureExecutor* m_fractureExecutor;
-
- std::map<BlastAsset*, std::vector<BlastFamily*>> m_AssetFamiliesMap;
- std::map<BlastAsset*, AssetList::ModelAsset> m_AssetDescMap;
- std::map<std::string, RenderMaterial*> m_RenderMaterialMap;
- std::vector<std::string> m_NeedDeleteRenderMaterials;
- std::map<BPPAssetInstance*, BlastFamily*> m_instanceFamilyMap;
-
- BlastAsset* m_pCurBlastAsset;
- int m_nCurFamilyIndex;
- physx::PxVec3 m_assetExtents;
- bool m_simulating;
- bool m_stepforward;
-};
-
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/physx/PhysXController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/physx/PhysXController.cpp
deleted file mode 100644
index ba21a2e..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/physx/PhysXController.cpp
+++ /dev/null
@@ -1,1192 +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 "PhysXController.h"
-#include "RenderMaterial.h"
-#include "ResourceManager.h"
-#include "Renderer.h"
-
-#include "XInput.h"
-#include "DXUTMisc.h"
-#include "DXUTCamera.h"
-#include "ConvexRenderMesh.h"
-#include "RenderUtils.h"
-#include "SampleProfiler.h"
-#include "NvBlastExtCustomProfiler.h"
-#include "NvBlastPxCallbacks.h"
-// Add By Lixu Begin
-#include "Mesh.h"
-// Add By Lixu End
-
-#include "PxPhysicsVersion.h"
-#include "PxPvdTransport.h"
-#include "PxDefaultCpuDispatcher.h"
-#include "PxPhysics.h"
-#include "PxScene.h"
-#include "PxCooking.h"
-#include "PxGpu.h"
-#include "PxSimpleFactory.h"
-#include "PxRigidBodyExt.h"
-#include "PxRigidDynamic.h"
-#include "PxRigidStatic.h"
-#include "PxMaterial.h"
-#include "PxFoundationVersion.h"
-#include "PxMath.h"
-// Add By Lixu Begin
-#include "PxRigidActorExt.h"
-#include "SimpleScene.h"
-#include "GlobalSettings.h"
-// Add By Lixu End
-
-#include <imgui.h>
-#include <chrono>
-
-using namespace std::chrono;
-
-#define PVD_TO_FILE 0
-
-const DirectX::XMFLOAT4 PLANE_COLOR(1.0f, 1.0f, 1.0f, 1.0f);
-const DirectX::XMFLOAT4 HOOK_LINE_COLOR(1.0f, 1.0f, 1.0f, 1.0f);
-const float DEFAULT_FIXED_TIMESTEP = 1.0f / 60.0f;
-
-
-PhysXController::PhysXController(PxSimulationFilterShader filterShader)
-: m_filterShader(filterShader)
-, m_gpuPhysicsAvailable(true)
-, m_isSimulating(false)
-, m_useGPUPhysics(true)
-, m_lastSimulationTime(0)
-, m_paused(false)
-, m_draggingActor(nullptr)
-, m_draggingEnabled(false)
-, m_draggingTryReconnect(false)
-, m_perfWriter(NULL)
-, m_fixedTimeStep(DEFAULT_FIXED_TIMESTEP)
-, m_timeAccumulator(0)
-, m_useFixedTimeStep(true)
-, m_maxSubstepCount(1)
-{
- QueryPerformanceFrequency(&m_performanceFreq);
-
-// Add By Lixu Begin
- m_bFirstTime = true;
-// Add By Lixu End
-}
-
-PhysXController::~PhysXController()
-{
-}
-
-void PhysXController::onInitialize()
-{
- initPhysX();
- initPhysXPrimitives();
-}
-
-void PhysXController::onTerminate()
-{
- simualtionSyncEnd();
- releasePhysXPrimitives();
- releasePhysX();
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// PhysX init/release
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void PhysXController::initPhysX()
-{
- m_foundation = PxCreateFoundation(PX_FOUNDATION_VERSION, NvBlastGetPxAllocatorCallback(), NvBlastGetPxErrorCallback());
-
- m_pvd = PxCreatePvd(*m_foundation);
-
- static Nv::Blast::ExtCustomProfiler gBlastProfiler;
- NvBlastProfilerSetCallback(&gBlastProfiler);
- NvBlastProfilerSetDetail(Nv::Blast::ProfilerDetail::LOW);
- gBlastProfiler.setPlatformEnabled(false);
-
- PxTolerancesScale scale;
-
- m_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *m_foundation, scale, true, m_pvd);
-
- PxCookingParams cookingParams(scale);
- cookingParams.buildGPUData = true;
- m_cooking = PxCreateCooking(PX_PHYSICS_VERSION, m_physics->getFoundation(), cookingParams);
-
- PxCudaContextManagerDesc ctxMgrDesc;
- m_cudaContext = PxCreateCudaContextManager(m_physics->getFoundation(), ctxMgrDesc);
- if (m_cudaContext && !m_cudaContext->contextIsValid())
- {
- m_cudaContext->release();
- m_cudaContext = NULL;
- }
-
- PxSceneDesc sceneDesc(m_physics->getTolerancesScale());
- sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
- m_dispatcher = PxDefaultCpuDispatcherCreate(4);
- sceneDesc.cpuDispatcher = m_dispatcher;
- sceneDesc.gpuDispatcher = m_cudaContext != NULL ? m_cudaContext->getGpuDispatcher() : NULL;
- sceneDesc.filterShader = m_filterShader;
- sceneDesc.flags |= PxSceneFlag::eENABLE_STABILIZATION;
- sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
- if (sceneDesc.gpuDispatcher == nullptr)
- {
- m_gpuPhysicsAvailable = false;
- m_useGPUPhysics = false;
- }
- if (m_useGPUPhysics)
- {
- sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
- sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
-
- sceneDesc.gpuDynamicsConfig.constraintBufferCapacity *= 4;
- sceneDesc.gpuDynamicsConfig.contactBufferCapacity *= 4;
- sceneDesc.gpuDynamicsConfig.contactStreamSize *= 4;
- sceneDesc.gpuDynamicsConfig.forceStreamCapacity *= 4;
- sceneDesc.gpuDynamicsConfig.foundLostPairsCapacity *= 4;
- sceneDesc.gpuDynamicsConfig.patchStreamSize *= 4;
- sceneDesc.gpuDynamicsConfig.tempBufferCapacity *= 4;
-
- }
- m_physicsScene = m_physics->createScene(sceneDesc);
- m_editPhysicsScene = m_physics->createScene(sceneDesc);
-
- m_defaultMaterial = m_physics->createMaterial(0.8f, 0.7f, 0.1f);
-
- PxPvdSceneClient* pvdClient = m_physicsScene->getScenePvdClient();
- if(pvdClient)
- {
- pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
- pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
- pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
- }
-
- m_physicsScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 0);
-
-#if NV_DEBUG || NV_CHECKED || NV_PROFILE
- PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate("localhost", 5425, 10);
- if (transport)
- {
- m_pvd->connect(*transport,
-#if NV_DEBUG || NV_CHECKED
- PxPvdInstrumentationFlag::eALL
-#else
- PxPvdInstrumentationFlag::ePROFILE
-#endif
- );
- }
-#endif
-}
-
-void PhysXController::releasePhysX()
-{
- m_defaultMaterial->release();
- m_physicsScene->release();
- m_editPhysicsScene->release();
- if (m_cudaContext)
- m_cudaContext->release();
- m_dispatcher->release();
- m_physics->release();
- if (m_pvd)
- {
- PxPvdTransport* transport = m_pvd->getTransport();
- m_pvd->release();
- if (transport)
- transport->release();
- }
- m_cooking->release();
- m_foundation->release();
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// GPU toggle
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void PhysXController::setUseGPUPhysics(bool useGPUPhysics)
-{
- if (!m_gpuPhysicsAvailable)
- {
- useGPUPhysics = false;
- }
-
- if (m_useGPUPhysics == useGPUPhysics)
- {
- return;
- }
-
- onTerminate();
-
- m_useGPUPhysics = useGPUPhysics;
-
- onInitialize();
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// PhysX wrappers
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-PxRigidDynamic* PhysXController::createRigidDynamic(const PxTransform& transform)
-{
- return m_physics->createRigidDynamic(transform);
-}
-
-void PhysXController::releaseRigidDynamic(PxRigidDynamic* rigidDynamic)
-{
- notifyRigidDynamicDestroyed(rigidDynamic);
-
- m_physXActorsToRemove.push_back(rigidDynamic);
-}
-
-void PhysXController::notifyRigidDynamicDestroyed(PxRigidDynamic* rigidDynamic)
-{
- if (m_draggingActor == rigidDynamic)
- {
- m_draggingActor = nullptr;
- m_draggingTryReconnect = true;
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Simulation control
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void PhysXController::simulationBegin(float dt)
-{
- PROFILER_SCOPED_FUNCTION();
-
-// Add By Lixu Begin
- if (m_paused && !m_bFirstTime)
- return;
- if (m_bFirstTime)
- {
- m_paused = true;
- m_bFirstTime = false;
- }
-// Add By Lixu End
-
- updateDragging(dt);
- processExplosionQueue();
-
- // slower physics if fps is too low
- dt = PxClamp(dt, 0.0f, 0.0333f);
-
- {
- PROFILER_SCOPED("PhysX simulate call");
- if (m_useFixedTimeStep)
- {
- m_timeAccumulator += dt;
- m_substepCount = (uint32_t)std::floor(m_timeAccumulator / m_fixedTimeStep);
- m_timeAccumulator -= m_fixedTimeStep * m_substepCount;
- m_substepCount = m_maxSubstepCount > 0 ? physx::PxClamp<uint32_t>(m_substepCount, 0, m_maxSubstepCount) : m_substepCount;
- if (m_substepCount > 0)
- {
- m_physicsScene->simulate(m_fixedTimeStep);
- m_isSimulating = true;
- }
- }
- else
- {
- m_substepCount = 1;
- PX_ASSERT(!m_isSimulating);
- m_physicsScene->simulate(dt);
- m_isSimulating = true;
-
- }
- }
-
-// Add By Lixu Begin
- if (getManager()->IsStepforward())
- {
- m_paused = true;
- getManager()->EnableStepforward(false);
- }
-// Add By Lixu End
-}
-
-void PhysXController::simualtionSyncEnd()
-{
- PROFILER_SCOPED_FUNCTION();
-
- if (m_isSimulating)
- {
- steady_clock::time_point start = steady_clock::now();
- m_physicsScene->fetchResults(true);
-
- // For fixed time step case it could be that we need more then one step (m_maxSubstepCount > 1). We will run leftover steps synchronously right there.
- // Ideally is to make them overlap with other logic too, but it's much harder and requires more synchronization logic. Don't want to obfuscate sample code.
- if (m_useFixedTimeStep && m_substepCount > 1)
- {
- for (uint32_t i = 0; i < m_substepCount - 1; i++)
- {
- m_physicsScene->simulate(m_fixedTimeStep);
- m_physicsScene->fetchResults(true);
- }
- }
- m_lastSimulationTime = duration_cast<microseconds>(steady_clock::now() - start).count() * 0.000001;
-
- m_isSimulating = false;
-
- updateActorTransforms();
-
- PROFILER_BEGIN("Debug Render Buffer");
- getRenderer().queueRenderBuffer(&m_physicsScene->getRenderBuffer());
- PROFILER_END();
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Dragging
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void PhysXController::setDraggingEnabled(bool enabled)
-{
- m_draggingEnabled = enabled;
-
- if (!m_draggingEnabled)
- {
- m_draggingActor = nullptr;
- }
-}
-
-void PhysXController::updateDragging(double dt)
-{
- PROFILER_SCOPED_FUNCTION();
-
- // If dragging actor was recently removed we try to reconnect to new one once, using previous hook world point.
- // Often it is removed because it was split into smaller chunks (actors), so we wont to stay connected for nicer user experience.
- if (m_draggingActor == nullptr && m_draggingTryReconnect)
- {
- class OverlapCallback : public PxOverlapBufferN<32>
- {
- public:
- OverlapCallback() : hitActor(nullptr) {}
-
- PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits)
- {
- for (PxU32 i = 0; i < nbHits; ++i)
- {
- PxRigidDynamic* rigidDynamic = buffer[i].actor->is<PxRigidDynamic>();
- if (rigidDynamic)
- {
- hitActor = rigidDynamic;
- break;
- }
- }
- return true;
- }
-
- PxRigidDynamic* hitActor;
- };
-
- OverlapCallback overlapCallback;
- PxSphereGeometry sphere(0.15f);
- bool isHit = getPhysXScene().overlap(sphere, PxTransform(m_draggingActorLastHookWorldPoint), overlapCallback, PxQueryFilterData(PxQueryFlag::eDYNAMIC));
- if (isHit && overlapCallback.hitActor)
- {
- m_draggingActor = overlapCallback.hitActor;
- }
-
- m_draggingTryReconnect = false;
- }
-
- // Update dragging force and debug render (line)
- if (m_draggingEnabled && m_draggingActor != NULL)
- {
- const float DRAGGING_FORCE_FACTOR = 10.0f;
- const float DRAGGING_VELOCITY_FACTOR = 2.0f;
- PxVec3 attractionPoint = m_dragAttractionPoint;
- PxVec3 hookPoint = m_draggingActor->getGlobalPose().transform(m_draggingActorHookLocalPoint);
- m_draggingActorLastHookWorldPoint = hookPoint;
- m_dragVector = (m_dragAttractionPoint - hookPoint);
- if (!m_draggingActor->getRigidBodyFlags().isSet(PxRigidBodyFlag::eKINEMATIC))
- {
- PxVec3 dragVeloctiy = (m_dragVector * DRAGGING_FORCE_FACTOR - DRAGGING_VELOCITY_FACTOR * m_draggingActor->getLinearVelocity()) * dt;
- PxRigidBodyExt::addForceAtLocalPos(*m_draggingActor, dragVeloctiy * m_draggingActor->getMass(), m_draggingActorHookLocalPoint, PxForceMode::eIMPULSE, true);
- }
-
- // debug render line
- m_dragDebugRenderBuffer.clear();
- m_dragDebugRenderBuffer.m_lines.push_back(PxDebugLine(attractionPoint, hookPoint, XMFLOAT4ToU32Color(HOOK_LINE_COLOR)));
- getRenderer().queueRenderBuffer(&m_dragDebugRenderBuffer);
- }
-}
-
-void PhysXController::resetDragging()
-{
- m_draggingActor = nullptr;
-}
-
-
-LRESULT PhysXController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- PROFILER_SCOPED_FUNCTION();
-
- if (m_draggingEnabled && (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP))
- {
- float mouseX = (short)LOWORD(lParam);
- float mouseY = (short)HIWORD(lParam);
-
- PxVec3 eyePos, pickDir;
- getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir);
- pickDir = pickDir.getNormalized();
-
- if (uMsg == WM_LBUTTONDOWN)
- {
- if (pickDir.magnitude() > 0)
- {
- PxRaycastHit hit;
- PxRaycastBuffer rcBuffer(&hit, 1);
- bool isHit = getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, rcBuffer, PxHitFlag::ePOSITION, PxQueryFilterData(PxQueryFlag::eDYNAMIC));
- if (isHit)
- {
- m_dragDistance = (eyePos - hit.position).magnitude();
- m_draggingActor = hit.actor->is<PxRigidDynamic>();
- m_draggingActorHookLocalPoint = m_draggingActor->getGlobalPose().getInverse().transform(hit.position);
- m_dragAttractionPoint = hit.position;
- if (!m_draggingActor->getRigidBodyFlags().isSet(PxRigidBodyFlag::eKINEMATIC))
- {
- m_draggingActor->setLinearVelocity(PxVec3(0, 0, 0));
- m_draggingActor->setAngularVelocity(PxVec3(0, 0, 0));
- }
- }
- }
- }
- else if (uMsg == WM_MOUSEMOVE)
- {
- PxRaycastHit hit;
- PxRaycastBuffer rcBuffer(&hit, 1);
- bool isHit = getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, rcBuffer, PxHitFlag::ePOSITION, PxQueryFilterData(PxQueryFlag::eSTATIC));
- if (isHit)
- {
- m_dragDistance = PxMin(m_dragDistance, (eyePos - hit.position).magnitude());
- }
-
- m_dragAttractionPoint = eyePos + pickDir * m_dragDistance;
- }
- else if (uMsg == WM_LBUTTONUP)
- {
- m_draggingActor = NULL;
- }
- }
-
- return 1;
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Explosion
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-class ExplodeOverlapCallback : public PxOverlapCallback
-{
-public:
- ExplodeOverlapCallback(PxVec3 worldPos, float radius, float explosiveImpulse)
- : m_worldPos(worldPos)
- , m_radius(radius)
- , m_explosiveImpulse(explosiveImpulse)
- , PxOverlapCallback(m_hitBuffer, sizeof(m_hitBuffer) / sizeof(m_hitBuffer[0])) {}
-
- PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits)
- {
- for (PxU32 i = 0; i < nbHits; ++i)
- {
- PxRigidActor* actor = buffer[i].actor;
- PxRigidDynamic* rigidDynamic = actor->is<PxRigidDynamic>();
- if (rigidDynamic && !(rigidDynamic->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC))
- {
- if (m_actorBuffer.find(rigidDynamic) == m_actorBuffer.end())
- {
- m_actorBuffer.insert(rigidDynamic);
- PxVec3 dr = rigidDynamic->getGlobalPose().transform(rigidDynamic->getCMassLocalPose()).p - m_worldPos;
- float distance = dr.magnitude();
- float factor = PxClamp(1.0f - (distance * distance) / (m_radius * m_radius), 0.0f, 1.0f);
- float impulse = factor * m_explosiveImpulse * 1000.0f;
- PxVec3 vel = dr.getNormalized() * impulse / rigidDynamic->getMass();
- rigidDynamic->setLinearVelocity(rigidDynamic->getLinearVelocity() + vel);
- }
- }
- }
- return true;
- }
-
-private:
- PxOverlapHit m_hitBuffer[1000];
- float m_explosiveImpulse;
- std::set<PxRigidDynamic*> m_actorBuffer;
- PxVec3 m_worldPos;
- float m_radius;
-};
-
-void PhysXController::explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse)
-{
- ExplodeOverlapCallback overlapCallback(worldPos, damageRadius, explosiveImpulse);
- m_physicsScene->overlap(PxSphereGeometry(damageRadius), PxTransform(worldPos), overlapCallback);
-}
-
-void PhysXController::explodeDelayed(PxVec3 worldPos, float damageRadius, float explosiveImpulse)
-{
- m_explosionQueue.push_back({ worldPos, damageRadius, explosiveImpulse });
-}
-
-void PhysXController::processExplosionQueue()
-{
- for (auto& e : m_explosionQueue)
- {
- explode(e.worldPos, e.damageRadius, e.explosiveImpulse);
- }
- m_explosionQueue.clear();
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// UI
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void PhysXController::drawUI()
-{
- ImGui::Checkbox("Use Fixed Timestep", &m_useFixedTimeStep);
- if (m_useFixedTimeStep)
- {
- ImGui::InputFloat("Fixed Timestep", &m_fixedTimeStep);
- ImGui::InputInt("Max Substep Count", &m_maxSubstepCount);
- }
-
- ImGui::Text("Substep Count: %d", m_substepCount);
- ImGui::Text("Sync Simulation Time (total): %4.2f ms", getLastSimulationTime() * 1000);
-}
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// PhysX Primitive
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-// Add By Lixu Begin
-// 0 means GROUND_YUP 1 means GROUND_ZUP
-PhysXController::Actor* planeActor_Pri[2] = { nullptr, nullptr };
-// Add By Lixu End
-
-void PhysXController::initPhysXPrimitives()
-{
- // physx primitive render materials
- {
-// Add By Lixu Begin
- m_physXPrimitiveRenderMaterial = new RenderMaterial("", getRenderer().getResourceManager(), "physx_primitive", "");
- m_physXPlaneRenderMaterial = new RenderMaterial("", getRenderer().getResourceManager(), "physx_primitive_plane", "");
- m_physXPrimitiveTransparentRenderMaterial = new RenderMaterial("", getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING);
-// Add By Lixu End
- }
-
- // create plane
- Actor* plane = spawnPhysXPrimitivePlane(PxPlane(PxVec3(0, 1, 0).getNormalized(), 0));
- plane->setColor(PLANE_COLOR);
-
-// Add By Lixu Begin
- planeActor_Pri[0] = plane;
- planeActor_Pri[0]->setHidden(true);
- plane = spawnPhysXPrimitivePlane(PxPlane(PxVec3(0, 0, 1).getNormalized(), 0));
- plane->setColor(PLANE_COLOR);
- planeActor_Pri[1] = plane;
- planeActor_Pri[1]->setHidden(true);
-// Add By Lixu End
-}
-
-void PhysXController::releasePhysXPrimitives()
-{
- // remove all actors
- for (std::set<Actor*>::iterator it = m_actors.begin(); it != m_actors.end(); it++)
- {
- delete (*it);
- }
- m_actors.clear();
-
- // remove all materials
- SAFE_DELETE(m_physXPrimitiveRenderMaterial);
- SAFE_DELETE(m_physXPlaneRenderMaterial);
- SAFE_DELETE(m_physXPrimitiveTransparentRenderMaterial);
-
- // remove all convex render meshes
- for (auto it = m_convexRenderMeshes.begin(); it != m_convexRenderMeshes.end(); it++)
- {
- SAFE_DELETE((*it).second);
- }
- m_convexRenderMeshes.clear();
-}
-
-void PhysXController::updateActorTransforms()
-{
- PROFILER_SCOPED_FUNCTION();
-
- for (std::set<Actor*>::iterator it = m_actors.begin(); it != m_actors.end(); it++)
- {
- (*it)->update();
- }
-}
-
-PhysXController::Actor* PhysXController::spawnPhysXPrimitiveBox(const PxTransform& position, PxVec3 extents, float density)
-{
- PxBoxGeometry geom = PxBoxGeometry(extents);
- PxRigidDynamic* actor = PxCreateDynamic(*m_physics, position, geom, *m_defaultMaterial, density);
-
- return spawnPhysXPrimitive(actor);
-}
-
-PhysXController::Actor* PhysXController::spawnPhysXPrimitivePlane(const PxPlane& plane)
-{
- PxRigidStatic* actor = PxCreatePlane(*m_physics, plane, *m_defaultMaterial);
- PhysXController::Actor* p = spawnPhysXPrimitive(actor, false, true);
- return p;
-}
-
-PhysXController::Actor* PhysXController::spawnPhysXPrimitive(PxRigidActor* actor, bool addToScene, bool ownPxActor)
-{
- if (addToScene)
- {
- m_physicsScene->addActor(*actor);
- }
-
- Actor* a = new Actor(this, actor, ownPxActor);
-
- m_actors.emplace(a);
-
- return a;
-}
-
-void PhysXController::removePhysXPrimitive(Actor* actor)
-{
- if (m_actors.find(actor) == m_actors.end())
- return;
-
- m_actors.erase(actor);
-
- if (!actor->ownsPxActor())
- {
- m_physXActorsToRemove.push_back(actor->getActor());
- }
-
- if (m_draggingActor == actor->getActor())
- {
- m_draggingActor = nullptr;
- }
-
- delete actor;
-}
-
-void PhysXController::removeUnownedPhysXActors()
-{
- if (m_physXActorsToRemove.size())
- {
- m_physicsScene->removeActors(m_physXActorsToRemove.data(), (PxU32)m_physXActorsToRemove.size());
- for (size_t i = 0; i < m_physXActorsToRemove.size(); ++i)
- {
- m_physXActorsToRemove[i]->release();
- }
- m_physXActorsToRemove.resize(0);
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Actor
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-PhysXController::Actor::Actor(PhysXController* controller, PxRigidActor* actor, bool ownPxActor) :
- m_controller(controller),
- m_ownPxActor(ownPxActor),
- m_hidden(false)
-{
- m_actor = actor;
-
- uint32_t shapesCount = actor->getNbShapes();
- m_shapes.resize(shapesCount);
- actor->getShapes(m_shapes.data(), shapesCount);
-
- m_renderables.resize(m_shapes.size());
- for (uint32_t i = 0; i < m_shapes.size(); i++)
- {
- PxShape* shape = m_shapes[i];
- IRenderMesh* mesh = m_controller->getRenderMeshForShape(shape);
- RenderMaterial* material = shape->getGeometryType() == PxGeometryType::ePLANE ? m_controller->m_physXPlaneRenderMaterial : m_controller->m_physXPrimitiveRenderMaterial;
- m_renderables[i] = m_controller->getRenderer().createRenderable(*mesh, *material);
- m_renderables[i]->setScale(m_controller->getMeshScaleForShape(shape));
- }
-}
-
-PhysXController::Actor::~Actor()
-{
- for (uint32_t i = 0; i < m_renderables.size(); i++)
- {
- m_controller->getRenderer().removeRenderable(m_renderables[i]);
- }
- if (m_ownPxActor)
- {
- m_actor->release();
- }
-}
-
-void PhysXController::Actor::setColor(DirectX::XMFLOAT4 color)
-{
- m_color = color;
-
- for (uint32_t i = 0; i < m_renderables.size(); i++)
- {
- m_renderables[i]->setColor(color);
- }
-}
-
-void PhysXController::Actor::setHidden(bool hidden)
-{
- m_hidden = hidden;
-
- for (uint32_t i = 0; i < m_renderables.size(); i++)
- {
- m_renderables[i]->setHidden(hidden);
- }
-}
-
-void PhysXController::Actor::update()
-{
- for (uint32_t i = 0; i < m_renderables.size(); i++)
- {
- m_renderables[i]->setTransform(m_actor->getGlobalPose() * m_shapes[i]->getLocalPose());
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// PhysX Shapes Renderer
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-IRenderMesh* PhysXController::getConvexRenderMesh(const PxConvexMesh* mesh)
-{
- auto it = m_convexRenderMeshes.find(mesh);
- if (it != m_convexRenderMeshes.end())
- {
- return (*it).second;
- }
- else
- {
- ConvexRenderMesh* renderMesh = new ConvexRenderMesh(mesh);
- m_convexRenderMeshes[mesh] = renderMesh;
- return renderMesh;
- }
-}
-
-IRenderMesh* PhysXController::getRenderMeshForShape(const PxShape* shape)
-{
- switch (shape->getGeometryType())
- {
- case PxGeometryType::eBOX:
- return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box);
- case PxGeometryType::ePLANE:
- return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane);
- case PxGeometryType::eSPHERE:
- return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere);
- case PxGeometryType::eCONVEXMESH:
- {
- PxConvexMeshGeometry geom;
- shape->getConvexMeshGeometry(geom);
- return getConvexRenderMesh(geom.convexMesh);
- }
- default:
- PX_ALWAYS_ASSERT_MESSAGE("Unsupported PxGeometryType");
- return NULL;
- }
-}
-
-PxVec3 PhysXController::getMeshScaleForShape(const PxShape* shape)
-{
- switch (shape->getGeometryType())
- {
- case PxGeometryType::eBOX:
- {
- PxBoxGeometry boxGeom;
- shape->getBoxGeometry(boxGeom);
- return boxGeom.halfExtents;
- }
- case PxGeometryType::ePLANE:
- {
- return PxVec3(1, 2000, 2000);
- }
- case PxGeometryType::eSPHERE:
- {
- PxSphereGeometry sphereGeom;
- shape->getSphereGeometry(sphereGeom);
- return PxVec3(sphereGeom.radius, sphereGeom.radius, sphereGeom.radius);
- }
- case PxGeometryType::eCONVEXMESH:
- {
- PxConvexMeshGeometry convexGeom;
- shape->getConvexMeshGeometry(convexGeom);
- return convexGeom.scale.scale; // maybe incorrect because of rotation not used
- }
- default:
- return PxVec3(1, 1, 1);
- }
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Utils
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// work right
-PxVec3 unprojectRH(PxMat44& proj, PxMat44& view, float x, float y)
-{
- PxVec4 screenPoint(x, y, 0, 1);
- PxVec4 viewPoint = PxVec4(x / proj[0][0], y / proj[1][1], 1, 1);
- PxVec4 nearPoint = view.inverseRT().transform(viewPoint);
- if (nearPoint.w)
- nearPoint *= 1.0f / nearPoint.w;
- return PxVec3(nearPoint.x, nearPoint.y, nearPoint.z);
-}
-
-// work wrong
-PxVec3 unprojectRH2(PxMat44& proj, PxMat44& view, float x, float y)
-{
- PxMat44 matProj = view * proj;
- PxMat44 matInverse = matProj.inverseRT();
-
- PxVec4 screenPoint(x, y, 0, 0);
- PxVec4 pos = matInverse.transform(screenPoint);
- return PxVec3(pos.x, pos.y, pos.z);
-}
-
-// work right
-PxVec3 unprojectLH(PxMat44& proj, PxMat44& view, float x, float y)
-{
- DirectX::XMMATRIX proj1 = PxMat44ToXMMATRIX(proj);
- DirectX::XMMATRIX view1 = PxMat44ToXMMATRIX(view);
- DirectX::XMMATRIX invProjectionView = DirectX::XMMatrixInverse(&DirectX::XMMatrixDeterminant(view1 * proj1), (view1 * proj1));
-
- DirectX::XMVECTOR mousePosition = DirectX::XMVectorSet(x, y, 0.0f, 0.0f);
- DirectX::XMVECTOR mouseInWorldSpace = DirectX::XMVector3Transform(mousePosition, invProjectionView);
- return PxVec3(DirectX::XMVectorGetX(mouseInWorldSpace), DirectX::XMVectorGetY(mouseInWorldSpace), DirectX::XMVectorGetZ(mouseInWorldSpace));
-}
-
-// work right
-PxVec3 unprojectLH(DirectX::XMMATRIX& proj, DirectX::XMMATRIX& view, float x, float y)
-{
- //DirectX::XMMATRIX invProjectionView = DirectX::XMMatrixInverse(&DirectX::XMMatrixDeterminant(view * proj), (view * proj));
-
- //DirectX::XMVECTOR mousePosition = DirectX::XMVectorSet(x, y, 0.0f, 0.0f);
- //DirectX::XMVECTOR mouseInWorldSpace = DirectX::XMVector3Transform(mousePosition, invProjectionView);
- //return PxVec3(DirectX::XMVectorGetX(mouseInWorldSpace), DirectX::XMVectorGetY(mouseInWorldSpace), DirectX::XMVectorGetZ(mouseInWorldSpace));
-
-
- DirectX::XMMATRIX inView = DirectX::XMMatrixInverse(&DirectX::XMMatrixDeterminant(view), view);
-
- DirectX::XMVECTOR screenPoint = DirectX::XMVectorSet(x, y, 0, 1);
- DirectX::XMVECTOR viewPoint = DirectX::XMVectorSet(x / DirectX::XMVectorGetX(proj.r[0]), y / DirectX::XMVectorGetY(proj.r[1]), 1, 1);
- DirectX::XMVECTOR nearPoint = DirectX::XMVector3Transform(viewPoint, inView);
- PxVec3 nearPnt = PxVec3(DirectX::XMVectorGetX(nearPoint), DirectX::XMVectorGetY(nearPoint), DirectX::XMVectorGetZ(nearPoint));
- if (DirectX::XMVectorGetW(nearPoint))
- nearPnt *= 1.0f / DirectX::XMVectorGetW(nearPoint);
- return nearPnt;
-}
-
-#include "SimpleScene.h"
-
-void PhysXController::getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir)
-{
-#if(0)
- // Add By Lixu Begin
- PxMat44 view, proj;
- SimpleScene* simpleScene = SimpleScene::Inst();
- Camera* pSceneCamera = simpleScene->GetCamera();
- if (pSceneCamera->UseLHS())
- {
- DirectX::XMMATRIX viewMatrix = SimpleScene::Inst()->GetViewMatrix();
- DirectX::XMMATRIX projMatrix = SimpleScene::Inst()->GetProjMatrix();
- view = XMMATRIXToPxMat44(viewMatrix);
- proj = XMMATRIXToPxMat44(projMatrix);
- }
- else
- {
- view = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix());
- proj = XMMATRIXToPxMat44(getRenderer().getCamera().GetProjMatrix());
- }
- // Add By Lixu End
-
- PxMat44 eyeTransform = view.inverseRT();
- eyePos = eyeTransform.getPosition();
- PxVec3 nearPos = unprojectRH(proj, view, mouseX * 2 - 1, 1 - mouseY * 2);
- pickDir = nearPos - eyePos;
-#endif
-
-#if(0)
- if (SimpleScene::Inst()->m_pCamera->UseLHS())
- {
- DirectX::XMMATRIX view = SimpleScene::Inst()->GetViewMatrix();
- DirectX::XMMATRIX proj = SimpleScene::Inst()->GetProjMatrix();
-
- DirectX::XMMATRIX eyeTransform = DirectX::XMMatrixInverse(&DirectX::XMMatrixDeterminant(view), view);
- eyePos = PxVec3(DirectX::XMVectorGetX(eyeTransform.r[3]), DirectX::XMVectorGetY(eyeTransform.r[3]), DirectX::XMVectorGetZ(eyeTransform.r[3]));
-
- PxVec3 nearPos = unprojectLH(proj, view, mouseX * 2 - 1, 1 - mouseY * 2);
-
- pickDir = nearPos - eyePos;
- }
- else
- {
- PxMat44 view = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix());
- PxMat44 proj = XMMATRIXToPxMat44(getRenderer().getCamera().GetProjMatrix());
-
- PxMat44 eyeTransform = view.inverseRT();
- eyePos = eyeTransform.getPosition();
-
- PxVec3 nearPos = unprojectRH(proj, view, mouseX * 2 - 1, 1 - mouseY * 2);
-
- pickDir = nearPos - eyePos;
- }
-#endif
-
- atcore_float3 eye = SimpleScene::Inst()->m_pCamera->GetEye();
- eyePos = PxVec3(eye.x, eye.y, eye.z);
-
- float x = 0, y = 0, z = 0;
- SimpleScene::Inst()->m_pCamera->getWorldCoord(mouseX, mouseY, x, y, z);
-
- PxVec3 nearPos(x, y, z);
- pickDir = nearPos - eyePos;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Add By Lixu Begin
-#include "PxExtensionsAPI.h"
-#include "PxDefaultStreams.h"
-#include "PxCollectionExt.h"
-// export collision as RepX. In exported file, it includes collisions as convexMesh. But for Rigidbodies, it will only export those exists.
-// if export as file A before damaging, it exports all of the chunks as convexMeshes. And Chunk 0 as Dynamic rigid body.
-// if export as file B after damaging and fracturing in the middle of simulation, it exports all of the chunks as convexMeshes. And the existing chunks as dynamic rigid bodies.
-bool PhysXController::ExportCollisionRepX(const char* fname, physx::PxPhysics* pSDK, physx::PxScene* pScene, bool asBinary)
-{
- if ((pSDK == NULL) || (pScene == NULL) || (fname == NULL))
- return false;
-
- int count = pSDK->getNbScenes();
-
- physx::PxSerializationRegistry* psr = physx::PxSerialization::createSerializationRegistry(*pSDK);
-
- physx::PxCollection* collectionSdk = physx::PxCollectionExt::createCollection(*pSDK);
- PX_ASSERT(collectionSdk);
-
- physx::PxCollection* collectionScene = physx::PxCollectionExt::createCollection(*pScene);
- PX_ASSERT(collectionScene);
-
- collectionSdk->add(*collectionScene);
- physx::PxSerialization::complete(*collectionSdk, *psr, NULL, true);
-
- physx::PxDefaultFileOutputStream theStream(fname);
- bool exportNames = true;
- bool bExportOk = false;
- if (asBinary)
- bExportOk = physx::PxSerialization::serializeCollectionToBinary(theStream, *collectionSdk, *psr, NULL, exportNames);
- else
- bExportOk = physx::PxSerialization::serializeCollectionToXml(theStream, *collectionSdk, *psr);
-
- if (!bExportOk)
- {
- std::string warning = "Fail to save scene: ";
- warning += fname;
- warning += "!";
- MessageBoxA(NULL, warning.c_str(), "", MB_OK | MB_ICONWARNING);
- bExportOk = false;
- }
-
- collectionScene->release();
- collectionSdk->release();
-
- psr->release();
-
- return bExportOk;
-}
-
-// we have to clear those convexMeshes when init scene. if not, they increase.
-void PhysXController::ClearOldCOllisions()
-{
- physx::PxU32 size = m_physics->getNbShapes();
- if (size > 0)
- {
- physx::PxShape** pShapes = new physx::PxShape*[size];
- memset(pShapes, 0, size); // clear
- physx::PxU32 count = m_physics->getShapes(pShapes, size);
- for (physx::PxU32 i = 0; i < count; i++)
- {
- physx::PxShape& shape = *pShapes[i];
- PxGeometryType::Enum type = shape.getGeometryType();
- if (type == PxGeometryType::eCONVEXMESH)
- shape.release();
- }
- delete[] pShapes;
- size = m_physics->getNbShapes();
- }
- // release convexMesh
- size = m_physics->getNbConvexMeshes();
- if (size > 0)
- {
- physx::PxConvexMesh** pConvex = new physx::PxConvexMesh*[size];
- memset(pConvex, 0, size); // clear
- physx::PxU32 count = m_physics->getConvexMeshes(pConvex, size);
- for (physx::PxU32 i = 0; i < count; i++)
- {
- pConvex[i]->release();
- }
- delete[] pConvex;
- size = m_physics->getNbConvexMeshes();
- }
-}
-
-bool PhysXController::isPlaneVisible()
-{
- if (GlobalSettings::Inst().m_zup)
- {
- return !planeActor_Pri[1]->isHidden();
- }
- else
- {
- return !planeActor_Pri[0]->isHidden();
- }
-}
-
-void PhysXController::setPlaneVisible(bool bVisible)
-{
- if (GlobalSettings::Inst().m_zup)
- {
- planeActor_Pri[0]->setHidden(true);
- planeActor_Pri[1]->setHidden(!bVisible);
- }
- else
- {
- planeActor_Pri[0]->setHidden(!bVisible);
- planeActor_Pri[1]->setHidden(true);
- }
-}
-
-PxRigidDynamic* PhysXController::createEditPhysXActor(const std::vector<BlastModel::Chunk::Mesh>& meshes, const PxTransform& pos)
-{
- PxRigidDynamic *actor = m_physics->createRigidDynamic(PxTransform(pos));
-
- for (size_t i = 0; i < meshes.size(); ++i)
- {
- const SimpleMesh& mesh = meshes[i].mesh;
-
- size_t vertexCount = mesh.vertices.size();
- if (vertexCount == 0)
- {
- continue;
- }
- PxVec3* verts = new PxVec3[vertexCount];
- for (size_t i = 0; i < vertexCount; ++i)
- {
- verts[i] = mesh.vertices[i].position;
- }
-
- PxConvexMeshDesc convexDesc;
- convexDesc.points.count = vertexCount;
- convexDesc.points.stride = sizeof(PxVec3);
- convexDesc.points.data = verts;
- convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
-
- {
- PxCookingParams params = m_cooking->getParams();
- params.convexMeshCookingType = PxConvexMeshCookingType::eQUICKHULL;
- m_cooking->setParams(params);
-
- PxDefaultMemoryOutputStream outStream;
- bool bCooking = m_cooking->cookConvexMesh(convexDesc, outStream);
- PxU8* outStreamData = outStream.getData();
- PxU32 outStreamSize = outStream.getSize();
- if (!bCooking || outStreamData == nullptr || outStreamSize == 0)
- {
- delete[] verts;
- continue;
- }
-
- PxDefaultMemoryInputData input(outStreamData, outStreamSize);
- PxConvexMesh* convexMesh = m_physics->createConvexMesh(input);
- if (convexMesh == nullptr)
- {
- delete[] verts;
- continue;
- }
- PxShape* shape = m_physics->createShape(PxConvexMeshGeometry(convexMesh), *m_defaultMaterial);
- if (shape)
- {
- actor->attachShape(*shape);
- }
-
- }
-
- delete[] verts;
- }
-
- actor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
- m_editPhysicsScene->addActor(*actor);
- return actor;
-}
-
-void PhysXController::setPaused(bool paused)
-{
- m_paused = paused;
- if (m_paused)
- {
- return;
- }
-
- if (GlobalSettings::Inst().m_zup)
- {
- m_physicsScene->removeActor(*planeActor_Pri[0]->getActor());
- m_physicsScene->addActor(*planeActor_Pri[1]->getActor());
- }
- else
- {
- m_physicsScene->removeActor(*planeActor_Pri[1]->getActor());
- m_physicsScene->addActor(*planeActor_Pri[0]->getActor());
- }
-}
-
-void PhysXController::ResetUpDir(bool zup)
-{
- setPaused(m_paused);
- setPlaneVisible(isPlaneVisible());
- if (zup)
- {
- m_physicsScene->setGravity(PxVec3(0.0f, 0.0f, -9.81f));
- }
- else
- {
- m_physicsScene->setGravity(PxVec3(0.0f, -9.81f, 0.0f));
- }
-}
-// Add By Lixu End
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/physx/PhysXController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/physx/PhysXController.h
deleted file mode 100644
index 9394adb..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/physx/PhysXController.h
+++ /dev/null
@@ -1,339 +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.
-
-
-#ifndef PHYSX_CONTROLLER_H
-#define PHYSX_CONTROLLER_H
-
-#include "SampleManager.h"
-#include <DirectXMath.h>
-#include "DebugRenderBuffer.h"
-#include "PxFiltering.h"
-#include <set>
-#include <map>
-// Add By Lixu Begin
-#include "BlastModel.h"
-// Add By Lixu End
-
-
-using namespace physx;
-
-class PerformanceDataWriter;
-class RenderMaterial;
-class Renderable;
-class IRenderMesh;
-// Add By Lixu Begin
-class SimpleMesh;
-// Add By Lixu End
-
-namespace physx
-{
-class PxCpuDispatcher;
-class PxFoundation;
-class PxPhysics;
-class PxCooking;
-class PxPvd;
-class PxCudaContextManager;
-class PxDefaultCpuDispatcher;
-}
-
-
-/**
-SampleController which manages all the PhysX related work:
-1. initialization, scene updates, release.
-2. it can create update and render physx primitives. They are represented by PhysXController::Actor, see public API.
-3. provides ability to drag actors by mouse or other similar input
-
-NOTE: this class does too much, probably should be split in a few smaller ones.
-*/
-class PhysXController : public ISampleController
-{
- public:
-
- //////// Actor ////////
-
- class Actor
- {
- public:
-
- Actor(PhysXController* controller, PxRigidActor* actor, bool ownPxActor = true);
- ~Actor();
-
- void setColor(DirectX::XMFLOAT4 color);
- DirectX::XMFLOAT4 getColor() const { return m_color; }
-
- bool isHidden() { return m_hidden; }
- void setHidden(bool hidden);
-
- void update();
- PxRigidActor* getActor() const { return m_actor; }
-
- bool ownsPxActor() const { return m_ownPxActor; }
-
- private:
- PhysXController* m_controller;
- PxRigidActor* m_actor;
- std::vector<PxShape*> m_shapes;
-
- std::vector<Renderable*> m_renderables;
- DirectX::XMFLOAT4 m_color;
-
- bool m_hidden;
- bool m_ownPxActor;
- };
-
-
- //////// ctor ////////
-
- PhysXController(PxSimulationFilterShader filterShader);
- virtual ~PhysXController();
-
-
- //////// virtual callbacks ////////
-
- virtual void onInitialize() override;
- virtual void onTerminate() override;
-
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
-
-
- //////// public API ////////
-
- void simulationBegin(float dt);
- void simualtionSyncEnd();
-
- void getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir);
-
- // wrappers to physx calls
- PxRigidDynamic* createRigidDynamic(const PxTransform& transform);
- void releaseRigidDynamic(PxRigidDynamic*);
-
- Actor* spawnPhysXPrimitiveBox(const PxTransform& position, PxVec3 extents = PxVec3(1, 1, 1), float density = 2000.0f);
- Actor* spawnPhysXPrimitivePlane(const PxPlane& plane);
- Actor* spawnPhysXPrimitive(PxRigidActor* actor, bool addToScene = true, bool ownPxActor = true);
- void removePhysXPrimitive(Actor*);
-
- IRenderMesh* getConvexRenderMesh(const PxConvexMesh* mesh);
- IRenderMesh* getRenderMeshForShape(const PxShape* shape);
- PxVec3 getMeshScaleForShape(const PxShape* shape);
-
- void removeUnownedPhysXActors();
-
- bool isPaused() const
- {
- return m_paused;
- }
-
- void setPaused(bool paused);
- void ResetUpDir(bool zup);
-
- void setDraggingEnabled(bool enabled);
- bool getDraggingEnabled() const { return m_draggingEnabled; }
- void resetDragging();
-
- void notifyRigidDynamicDestroyed(PxRigidDynamic*);
-
- void explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse);
- void explodeDelayed(PxVec3 worldPos, float damageRadius, float explosiveImpulse);
-
- void drawUI();
-
- //////// public getters ////////
-
- double getLastSimulationTime() const
- {
- return m_lastSimulationTime;
- }
-
- RenderMaterial* getPrimitiveRenderMaterial()
- {
- return m_physXPrimitiveRenderMaterial;
- }
-
-// Add By Lixu Begin
- bool ExportCollisionRepX(const char* fname, physx::PxPhysics* pSDK, physx::PxScene* pScene, bool asBinary);
- void ClearOldCOllisions();
- RenderMaterial* getFBXRenderMaterial()
- {
- return m_physXPlaneRenderMaterial;
- }
- bool m_bFirstTime;
- bool isPlaneVisible();
- void setPlaneVisible(bool bVisible);
-
- PxScene& getEditPhysXScene() const
- {
- return *m_editPhysicsScene;
- }
-
- PxRigidDynamic* createEditPhysXActor(const std::vector<BlastModel::Chunk::Mesh>& meshes, const PxTransform& pos);
-// Add By Lixu End
-
- PxPhysics& getPhysics() const
- {
- return *m_physics;
- }
-
- PxScene& getPhysXScene() const
- {
- return *m_physicsScene;
- }
-
- PxMaterial* getDefaultMaterial() const
- {
- return m_defaultMaterial;
- }
-
- PxCooking& getCooking() const
- {
- return *m_cooking;
- }
-
- PxDefaultCpuDispatcher* getCPUDispatcher() const
- {
- return m_dispatcher;
- }
-
- void setPerformanceWriter(PerformanceDataWriter* perfWriter)
- {
- m_perfWriter = perfWriter;
- }
-
- bool getGPUPhysicsAvailable() const
- {
- return m_gpuPhysicsAvailable;
- }
-
- void setUseGPUPhysics(bool useGPUPhysics);
-
- bool getUseGPUPhysics() const
- {
- return m_useGPUPhysics;
- }
-
- const PxVec3& getDragActorHookLocalPoint() const
- {
- return m_draggingActorHookLocalPoint;
- }
-
- const PxVec3& getDragVector() const
- {
- return m_dragVector;
- }
-
- PxRigidDynamic* getDraggingActor() const
- {
- return m_draggingActor;
- }
-
- private:
- //////// internal methods ////////
-
- void initPhysX();
- void releasePhysX();
-
- void initPhysXPrimitives();
- void releasePhysXPrimitives();
- void updateActorTransforms();
- void updateDragging(double dt);
- void processExplosionQueue();
-
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
-
- //////// internal data ////////
-
- // PhysX
- PxFoundation* m_foundation;
- PxPhysics* m_physics;
- PxCooking* m_cooking;
- PxPvd* m_pvd;
- PxCudaContextManager* m_cudaContext;
- PxDefaultCpuDispatcher* m_dispatcher;
- PxMaterial* m_defaultMaterial;
- PxSimulationFilterShader m_filterShader;
- PxScene* m_physicsScene;
- // Add By Lixu Begin
- PxScene* m_editPhysicsScene;
- // Add By Lixu End
-
- // PhysX API related
- std::vector<PxActor*> m_physXActorsToRemove;
-
- // primitives/actors
- std::set<Actor*> m_actors;
- std::map<const PxConvexMesh*, IRenderMesh*> m_convexRenderMeshes;
- RenderMaterial* m_physXPrimitiveRenderMaterial;
- RenderMaterial* m_physXPlaneRenderMaterial;
- RenderMaterial* m_physXPrimitiveTransparentRenderMaterial;
-
- // simulation
- bool m_isSimulating;
- bool m_gpuPhysicsAvailable;
- bool m_useGPUPhysics;
- double m_lastSimulationTime;
- LARGE_INTEGER m_performanceFreq;
- bool m_paused;
- bool m_useFixedTimeStep;
- float m_fixedTimeStep;
- float m_timeAccumulator;
- uint32_t m_substepCount;
- int32_t m_maxSubstepCount;
-
- // dragging
- bool m_draggingEnabled;
- PxRigidDynamic* m_draggingActor;
- PxVec3 m_draggingActorHookLocalPoint;
- PxVec3 m_dragAttractionPoint;
- PxVec3 m_dragVector;
- float m_dragDistance;
- DebugRenderBuffer m_dragDebugRenderBuffer;
- PxVec3 m_draggingActorLastHookWorldPoint;
- bool m_draggingTryReconnect;
-
- // Performance writer
- PerformanceDataWriter* m_perfWriter;
-
- // explosion
- struct ExplosionData
- {
- PxVec3 worldPos;
- float damageRadius;
- float explosiveImpulse;
- };
-
- std::vector<ExplosionData> m_explosionQueue;
-
-};
-
-#endif
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ConvexRenderMesh.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ConvexRenderMesh.cpp
deleted file mode 100644
index dc938b9..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ConvexRenderMesh.cpp
+++ /dev/null
@@ -1,100 +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 "ConvexRenderMesh.h"
-#include "Renderer.h"
-#include "PxConvexMesh.h"
-
-
-struct Vertex
-{
- PxVec3 position;
- PxVec3 normal;
-};
-
-ConvexRenderMesh::ConvexRenderMesh(const PxConvexMesh* mesh)
-{
- const uint32_t nbPolygons = mesh->getNbPolygons();
- const uint8_t* indexBuffer = mesh->getIndexBuffer();
- const PxVec3* meshVertices = mesh->getVertices();
-
- uint32_t nbVerts = 0;
- uint32_t nbFaces = 0;
-
- for (uint32_t i = 0; i < nbPolygons; i++)
- {
- PxHullPolygon data;
- mesh->getPolygonData(i, data);
- uint32_t nbPolyVerts = data.mNbVerts;
- nbVerts += nbPolyVerts;
- nbFaces += (nbPolyVerts - 2) * 3;
- }
-
- std::vector<Vertex> vertices;
- std::vector<uint16_t> faces;
-
- vertices.resize(nbVerts);
- faces.resize(nbFaces);
-
- uint32_t vertCounter = 0;
- uint32_t facesCounter = 0;
- for (uint32_t i = 0; i < nbPolygons; i++)
- {
- PxHullPolygon data;
- mesh->getPolygonData(i, data);
-
- PxVec3 normal(data.mPlane[0], data.mPlane[1], data.mPlane[2]);
-
- uint32_t vI0 = vertCounter;
- for (uint32_t vI = 0; vI < data.mNbVerts; vI++)
- {
- vertices[vertCounter].position = meshVertices[indexBuffer[data.mIndexBase + vI]];
- vertices[vertCounter].normal = normal;
- vertCounter++;
- }
-
- for (uint32_t vI = 1; vI < uint32_t(data.mNbVerts) - 1; vI++)
- {
- faces[facesCounter++] = uint16_t(vI0);
- faces[facesCounter++] = uint16_t(vI0 + vI + 1);
- faces[facesCounter++] = uint16_t(vI0 + vI);
- }
- }
-
- std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
- layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
-
- initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(Vertex), layout, faces.data(), nbFaces);
-}
-
-
-ConvexRenderMesh::~ConvexRenderMesh()
-{
-}
-
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ConvexRenderMesh.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ConvexRenderMesh.h
deleted file mode 100644
index f7bc5c6..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ConvexRenderMesh.h
+++ /dev/null
@@ -1,52 +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.
-
-
-#ifndef CONVEX_RENDER_MESH_H
-#define CONVEX_RENDER_MESH_H
-
-#include "CustomRenderMesh.h"
-
-namespace physx
-{
-class PxConvexMesh;
-}
-
-
-/**
-PxConvexMesh render mesh
-(this class relates to PhysX more then to Renderer)
-*/
-class ConvexRenderMesh : public CustomRenderMesh
-{
-public:
- ConvexRenderMesh(const PxConvexMesh* mesh);
- virtual ~ConvexRenderMesh();
-};
-
-
-#endif //CONVEX_RENDER_MESH_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp
deleted file mode 100644
index 0feae3f..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.cpp
+++ /dev/null
@@ -1,114 +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 "CustomRenderMesh.h"
-
-
-CustomRenderMesh::CustomRenderMesh()
- : m_indexBuffer(nullptr)
-{
-}
-
-CustomRenderMesh::CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces)
- : m_indexBuffer(nullptr)
-{
- initialize(vertices, numVertices, vertexSize, inputDesc, faces, numFaces);
-}
-
-void CustomRenderMesh::initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces)
-{
- ID3D11Device* device = GetDeviceManager()->GetDevice();
-
- m_inputDesc = inputDesc;
- m_numVertices = numVertices;
- m_vertexSize = vertexSize;
- m_numFaces = numFaces;
-
- // VB
- {
- D3D11_SUBRESOURCE_DATA vertexBufferData;
-
- ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
- vertexBufferData.pSysMem = vertices;
-
- D3D11_BUFFER_DESC bufferDesc;
-
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.ByteWidth = vertexSize * numVertices;
- bufferDesc.CPUAccessFlags = 0;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
-
- V(device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer));
- }
-
- // IB
- if (faces != nullptr)
- {
- D3D11_SUBRESOURCE_DATA indexBufferData;
-
- ZeroMemory(&indexBufferData, sizeof(indexBufferData));
- indexBufferData.pSysMem = faces;
-
- D3D11_BUFFER_DESC bufferDesc;
-
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- bufferDesc.ByteWidth = sizeof(uint16_t) * numFaces;
- bufferDesc.CPUAccessFlags = 0;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
-
- V(device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer));
- }
-}
-
-CustomRenderMesh::~CustomRenderMesh()
-{
- SAFE_RELEASE(m_vertexBuffer);
- SAFE_RELEASE(m_indexBuffer);
-}
-
-
-void CustomRenderMesh::render(ID3D11DeviceContext& context) const
-{
- context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
-
- UINT strides[1] = { m_vertexSize };
- UINT offsets[1] = { 0 };
- context.IASetVertexBuffers(0, 1, &m_vertexBuffer, strides, offsets);
-
- context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
-
- if (m_indexBuffer)
- context.DrawIndexed(m_numFaces, 0, 0);
- else
- context.Draw(m_numVertices, 0);
-}
-
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.h
deleted file mode 100644
index 025d3bf..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.h
+++ /dev/null
@@ -1,59 +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.
-
-
-#ifndef CUSTOM_RENDER_MESH_H
-#define CUSTOM_RENDER_MESH_H
-
-#include "Renderable.h"
-
-
-class CustomRenderMesh : public IRenderMesh
-{
-public:
- const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; }
- void render(ID3D11DeviceContext& context) const;
-
- CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces = nullptr, uint32_t numFaces = 0);
- virtual ~CustomRenderMesh();
-
-protected:
- CustomRenderMesh();
- void initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces);
-
-private:
- ID3D11Buffer* m_vertexBuffer;
- ID3D11Buffer* m_indexBuffer;
- uint32_t m_numFaces;
- uint32_t m_numVertices;
- uint32_t m_vertexSize;
-
- std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc;
-};
-
-
-#endif //CUSTOM_RENDER_MESH_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/DebugRenderBuffer.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/DebugRenderBuffer.h
deleted file mode 100644
index 06cd509..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/DebugRenderBuffer.h
+++ /dev/null
@@ -1,68 +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.
-
-
-#ifndef DEBUGRENDERBUFFER_H
-#define DEBUGRENDERBUFFER_H
-
-#include "PxRenderBuffer.h"
-#include <vector>
-
-using namespace physx;
-
-
-/**
-Simple PxRenderBuffer implementation for easy debug primitives adding
-*/
-class DebugRenderBuffer : public PxRenderBuffer
-{
-public:
- ~DebugRenderBuffer() {}
-
- virtual PxU32 getNbPoints() const { return 0; }
- virtual const PxDebugPoint* getPoints() const { return nullptr; }
-
- virtual PxU32 getNbLines() const { return static_cast<PxU32>(m_lines.size()); }
- virtual const PxDebugLine* getLines() const { return m_lines.data(); }
-
- virtual PxU32 getNbTriangles() const { return 0; }
- virtual const PxDebugTriangle* getTriangles() const { return nullptr; }
-
- virtual PxU32 getNbTexts() const { return 0; }
- virtual const PxDebugText* getTexts() const { return nullptr; }
-
- virtual void append(const PxRenderBuffer& other) {}
- virtual void clear()
- {
- m_lines.clear();
- }
-
- std::vector<PxDebugLine> m_lines;
-};
-
-
-#endif //DEBUGRENDERBUFFER_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Mesh.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Mesh.cpp
deleted file mode 100644
index c6c8398..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Mesh.cpp
+++ /dev/null
@@ -1,30 +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 "Mesh.h"
-
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Mesh.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Mesh.h
deleted file mode 100644
index 3ef7090..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Mesh.h
+++ /dev/null
@@ -1,74 +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.
-
-
-#ifndef MESH_H
-#define MESH_H
-
-#include <vector>
-#include "PxVec2.h"
-#include "PxVec3.h"
-
-// Add By Lixu Begin
-class MeshBase
-// Add By Lixu End
-{
- virtual uint32_t getVertexStride() = 0;
- // ... TBD
-};
-
-/**
-SimpleMesh: position + normal + uv
-We use only this type everywhere, once other versions will be required we should generalize Mesh and refactor code.
-*/
-// Add By Lixu Begin
-class SimpleMesh : public MeshBase
-// Add By Lixu End
-{
-public:
-
- class Vertex
- {
- public:
- physx::PxVec3 position;
- physx::PxVec3 normal;
- physx::PxVec3 facenormal;
- physx::PxVec3 tangent;
- physx::PxVec2 uv;
- };
-
- virtual uint32_t getVertexStride() { return sizeof(Vertex); }
-
- std::vector<Vertex> vertices;
- std::vector<uint16_t> indices;
-
- physx::PxVec3 extents;
- physx::PxVec3 center;
-};
-
-
-#endif //MESH_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp
deleted file mode 100644
index bcb1580..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp
+++ /dev/null
@@ -1,301 +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 "PrimitiveRenderMesh.h"
-#include "Renderer.h"
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Base Mesh internal class
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-PrimitiveRenderMesh::PrimitiveRenderMesh(const float v[], UINT numVertices)
-{
- std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
- layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
-
- initialize(v, numVertices, sizeof(float) * 6, layout, nullptr, 0);
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Box Mesh
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-const float boxVertices[] =
-{
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
-
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
-
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f
-};
-
-BoxRenderMesh::BoxRenderMesh() : PrimitiveRenderMesh(boxVertices, sizeof(boxVertices) / (6 * sizeof(boxVertices[0]))) {}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Plane Mesh
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-const float planeSize = 1.0f; // we use scaling instead
-const float planeTilesCount = 1000.0f;
-
-const float planeVertices[] =
-{
- 0, planeSize, planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, planeTilesCount,
- 0, planeSize, -planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, -planeTilesCount,
- 0, -planeSize, -planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, -planeTilesCount,
- 0, -planeSize, -planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, -planeTilesCount,
- 0, -planeSize, planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, planeTilesCount,
- 0, planeSize, planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, planeTilesCount
-};
-
-PlaneRenderMesh::PlaneRenderMesh()
-{
- std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
- layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- layout.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 });
-
- initialize(planeVertices, sizeof(planeVertices) / (8 * sizeof(planeVertices[0])), sizeof(float) * 8, layout, nullptr, 0);
-}
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Sphere Mesh
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-const uint32_t g_numSlices = 8; // along lines of longitude
-const uint32_t g_numStacks = 16; // along lines of latitude
-
-const uint32_t g_numSphereVertices = (g_numSlices * 2 + 1)*(g_numStacks + 1);
-const uint32_t g_numSphereIndices = g_numSlices * 2 * g_numStacks * 6;
-
-const uint32_t g_numConeVertices = (g_numSlices * 2 + 1) * 2;
-const uint32_t g_numConeIndices = g_numSlices * 2 * 6;
-
-PxVec3 g_spherePositions[g_numSphereVertices];
-uint16_t g_sphereIndices[g_numSphereIndices];
-
-void generateSphereMesh(uint16_t slices, uint16_t stacks, PxVec3* positions, uint16_t* indices)
-{
- const PxF32 thetaStep = PxPi / stacks;
- const PxF32 phiStep = PxTwoPi / (slices * 2);
-
- PxF32 theta = 0.0f;
-
- // generate vertices
- for (uint16_t y = 0; y <= stacks; ++y)
- {
- PxF32 phi = 0.0f;
-
- PxF32 cosTheta = PxCos(theta);
- PxF32 sinTheta = PxSin(theta);
-
- for (uint16_t x = 0; x <= slices * 2; ++x)
- {
- PxF32 cosPhi = PxCos(phi);
- PxF32 sinPhi = PxSin(phi);
-
- PxVec3 p(cosPhi*sinTheta, cosTheta, sinPhi*sinTheta);
-
- // write vertex
- *(positions++) = p;
-
- phi += phiStep;
- }
-
- theta += thetaStep;
- }
-
- const uint16_t numRingQuads = 2 * slices;
- const uint16_t numRingVerts = 2 * slices + 1;
-
- // add faces
- for (uint16_t y = 0; y < stacks; ++y)
- {
- for (uint16_t i = 0; i < numRingQuads; ++i)
- {
- // add a quad
- *(indices++) = (y + 0)*numRingVerts + i;
- *(indices++) = (y + 1)*numRingVerts + i;
- *(indices++) = (y + 1)*numRingVerts + i + 1;
-
- *(indices++) = (y + 1)*numRingVerts + i + 1;
- *(indices++) = (y + 0)*numRingVerts + i + 1;
- *(indices++) = (y + 0)*numRingVerts + i;
- }
- }
-}
-
-
-struct SphereVertex
-{
- PxVec3 position;
- PxVec3 normal;
-};
-
-SphereRenderMesh::SphereRenderMesh()
-{
- generateSphereMesh(g_numSlices, g_numStacks, g_spherePositions, g_sphereIndices);
-
- std::vector<SphereVertex> vertices;
- for (uint32_t i = 0; i < g_numSphereVertices; i++)
- {
- vertices.push_back({ g_spherePositions[i], g_spherePositions[i] });
- }
-
- std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
- layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
-
- initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(SphereVertex), layout, g_sphereIndices, g_numSphereIndices);
-}
-
-
-SphereRenderMesh::~SphereRenderMesh()
-{
-}
-
-// Add By Lixu Begin
-const float coneVertices[] =
-{
- 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,//top
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f,//left bottom
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,//left top
-
- 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,//top
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,//right top
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,//right bottom
-
- 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,//top
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,//left top
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,//right top
-
- 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,//top
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,//right bottom
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,//left bottom
-
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,//left top
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,//right bottom
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,//right top
-
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,//right bottom
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,//left top
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,//left bottom
-};
-
-ConeRenderMesh::ConeRenderMesh() : PrimitiveRenderMesh(coneVertices, sizeof(coneVertices) / (6 * sizeof(coneVertices[0]))) {}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// FBX Mesh class
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-#include <AnimUtil.h>
-#include <PxVec2.h>
-#include <vector>
-
-struct FBXVertex
-{
- PxVec3 position;
- PxVec3 normal;
- PxVec2 uv;
-};
-
-FBXRenderMesh::FBXRenderMesh(MeshDesc* pMeshData)
-{
- std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
- layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- layout.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 });
-
- std::vector<FBXVertex> vertices;
- std::vector<uint16_t> indices;
-
- for (uint32_t i = 0; i < pMeshData->m_NumVertices; ++i)
- {
- atcore_float3 pos = pMeshData->m_pVertices[i];
- atcore_float3 vertexNormal = pMeshData->m_pVertexNormals[i];
- atcore_float2 texcoord = pMeshData->m_pTexCoords[i];
-
- FBXVertex newVertex;
- newVertex.position = physx::PxVec3(pos.x, pos.y, pos.z);
- newVertex.normal = physx::PxVec3(vertexNormal.x, vertexNormal.y, vertexNormal.z);
- newVertex.uv = physx::PxVec2(texcoord.x, texcoord.y);
-
- vertices.push_back(newVertex);
- }
-
- for (uint32_t i = 0; i < pMeshData->m_NumTriangles; ++i)
- {
- indices.push_back(pMeshData->m_pIndices[i * 3 + 0]);
- indices.push_back(pMeshData->m_pIndices[i * 3 + 1]);
- indices.push_back(pMeshData->m_pIndices[i * 3 + 2]);
- }
-
- initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(FBXVertex), layout, indices.data(), (uint32_t)indices.size());
-}
-// Add By Lixu End \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.h
deleted file mode 100644
index 107af25..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.h
+++ /dev/null
@@ -1,99 +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.
-
-
-#ifndef PRIMITIVE_RENDER_MESH_H
-#define PRIMITIVE_RENDER_MESH_H
-
-#include "Utils.h"
-#include <DirectXMath.h>
-
-#include <vector>
-#include "Renderable.h"
-#include "CustomRenderMesh.h"
-
-
-class PrimitiveRenderMesh : public CustomRenderMesh
-{
-protected:
- PrimitiveRenderMesh(const float v[], UINT numVertices);
-};
-
-class BoxRenderMesh : public PrimitiveRenderMesh
-{
-public:
- BoxRenderMesh();
-};
-
-
-class PlaneRenderMesh : public CustomRenderMesh
-{
-public:
- PlaneRenderMesh();
-};
-
-
-class SphereRenderMesh : public CustomRenderMesh
-{
-public:
- SphereRenderMesh();
- virtual ~SphereRenderMesh();
-};
-
-
-// Add By Lixu Begin
-class ConeRenderMesh : public PrimitiveRenderMesh
-{
-public:
- ConeRenderMesh();
-};
-
-class MeshDesc;
-
-class FBXRenderMesh : public CustomRenderMesh
-{
-public:
- FBXRenderMesh(MeshDesc* pMeshData);
-};
-// Add By Lixu End
-
-
-struct PrimitiveRenderMeshType
-{
- enum Enum
- {
- Box,
- Plane,
- Sphere,
-// Add By Lixu Begin
- Cone,
-// Add By Lixu End
- Count
- };
-};
-
-#endif //PRIMITIVE_RENDER_MESH_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderMaterial.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderMaterial.cpp
deleted file mode 100644
index 88533cb..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderMaterial.cpp
+++ /dev/null
@@ -1,353 +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 "RenderMaterial.h"
-#include <DirectXMath.h>
-#include "ShaderUtils.h"
-#include "Renderer.h"
-#include "SampleManager.h"
-#include "Light.h"
-#include "D3D11TextureResource.h"
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// RenderMaterial
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-RenderMaterial::RenderMaterial(const char* materialName, ResourceManager& resourceCallback, const char* shaderFileName,
- const char* textureFileName, BlendMode blendMode)
-{
- mMaterialName = materialName;
- setDiffuseColor(0.5, 0.5, 0.5, 1.0);
- mTextureFileNames[TT_Diffuse] = textureFileName;
-
- this->initialize(resourceCallback, shaderFileName, textureFileName, blendMode);
-}
-
-RenderMaterial::RenderMaterial(const char* materialName, ResourceManager& resourceCallback, const char* shaderFileName, float r, float g, float b, float a, BlendMode blendMode)
-{
- mMaterialName = materialName;
- setDiffuseColor(r, g, b, a);
- this->initialize(resourceCallback, shaderFileName, "", blendMode);
-}
-
-void RenderMaterial::initialize(ResourceManager& resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode)
-{
- std::vector<std::string> v;
- v.push_back(shaderFileName);
- initialize(resourceCallback, v, textureFileName, blendMode);
-}
-
-void RenderMaterial::initialize(ResourceManager& resourceCallback, std::vector<std::string> shaderFileNames, const char* textureFileName, BlendMode blendMode)
-{
- for (int i = 0; i < TT_Num; i++)
- {
- m_TextureSRVs[i] = nullptr;
- mTextureResources[i] = nullptr;
- }
- mBlendState = nullptr;
-
- memset(mSpecularColor, 0, sizeof(float) * 4);
- mSpecularShininess = 20;
-
- for (uint32_t i = 0; i < shaderFileNames.size(); i++)
- {
- const ShaderFileResource* resource = resourceCallback.requestShaderFile(shaderFileNames[i].c_str());
- if (resource)
- {
- std::string shaderFilePath = resource->path;
- mShaderFilePathes.push_back(shaderFilePath);
- }
- }
- mShaderGroups.reserve(mShaderFilePathes.size());
-
- if (!mTextureFileNames[TT_Diffuse].empty())
- {
- mTextureResources[TT_Diffuse] = resourceCallback.requestTexture(mTextureFileNames[TT_Diffuse].c_str());
- }
-
- setBlending(blendMode);
-
- reload();
-}
-
-void RenderMaterial::releaseReloadableResources()
-{
- for (std::vector<ShaderGroup*>::iterator it = mShaderGroups.begin(); it != mShaderGroups.end(); it++)
- {
- delete *it;
- }
- mShaderGroups.clear();
-
-// Add By Lixu Begin
- for (std::map<const IRenderMesh*, Instance*>::iterator it = mRenderMeshToInstanceMap.begin();
- it != mRenderMeshToInstanceMap.end(); it++)
- {
- delete it->second;
- }
- mRenderMeshToInstanceMap.clear();
-// Add By Lixu End
-
- for (int i = 0; i < TT_Num; i++)
- {
- SAFE_RELEASE(m_TextureSRVs[i]);
- }
-}
-
-RenderMaterial::~RenderMaterial()
-{
- releaseReloadableResources();
- SAFE_RELEASE(mBlendState);
-}
-
-void RenderMaterial::setBlending(BlendMode blendMode)
-{
- mBlendMode = blendMode;
-
- SAFE_RELEASE(mBlendState);
-
- D3D11_BLEND_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
-
- switch (blendMode)
- {
- case BLEND_NONE:
- desc.RenderTarget[0].BlendEnable = FALSE;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- break;
- case BLEND_ALPHA_BLENDING:
- desc.AlphaToCoverageEnable = FALSE;
- desc.IndependentBlendEnable = TRUE;
- desc.RenderTarget[0].BlendEnable = TRUE;
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- break;
- case BLEND_ADDITIVE: // actually, is's additive by alpha
- desc.AlphaToCoverageEnable = FALSE;
- desc.IndependentBlendEnable = TRUE;
- desc.RenderTarget[0].BlendEnable = TRUE;
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- break;
- default:
- PX_ALWAYS_ASSERT_MESSAGE("Unknown blend mode");
- }
-
- ID3D11Device* device = GetDeviceManager()->GetDevice();
- V(device->CreateBlendState(&desc, &mBlendState));
-}
-
-void RenderMaterial::reload()
-{
- releaseReloadableResources();
-
- // load shaders
- ID3D11Device* device = GetDeviceManager()->GetDevice();
-
- for (std::vector<std::string>::iterator it = mShaderFilePathes.begin(); it != mShaderFilePathes.end(); it++)
- {
- const char* shaderFilePath = (*it).c_str();
- ShaderGroup* shaderGroup = new ShaderGroup();
- V(createShaderFromFile(device, shaderFilePath, "VS", &(shaderGroup->vs), shaderGroup->buffer));
- createShaderFromFile(device, shaderFilePath, "PS", &shaderGroup->ps);
- createShaderFromFile(device, shaderFilePath, "GS", &shaderGroup->gs);
- mShaderGroups.push_back(shaderGroup);
- }
-
- // load texture
- for (int i = 0; i < TT_Num; i++)
- {
- if (mTextureResources[i])
- {
- V(DirectX::CreateShaderResourceView(device,
- mTextureResources[i]->image.GetImages(),
- mTextureResources[i]->image.GetImageCount(),
- mTextureResources[i]->metaData, &m_TextureSRVs[i]));
- }
- }
-}
-
-
-
-RenderMaterial::InstancePtr RenderMaterial::getMaterialInstance(const IRenderMesh* mesh)
-{
- // look in cache
- auto it = mRenderMeshToInstanceMap.find(mesh);
- if (it != mRenderMeshToInstanceMap.end())
- {
-// Add By Lixu Begin
- /*
- if (!(*it).second.expired())
- {
- return (*it).second.lock();
- }
- */
- return it->second;
-// Add By Lixu End
- }
-
- // create new
- const std::vector<D3D11_INPUT_ELEMENT_DESC>& descs = mesh->getInputElementDesc();
- RenderMaterial::InstancePtr instance = getMaterialInstance(&descs[0], (uint32_t)descs.size());
- mRenderMeshToInstanceMap[mesh] = instance;
- return instance;
-}
-
-RenderMaterial::InstancePtr RenderMaterial::getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements)
-{
- ID3D11Device* device = GetDeviceManager()->GetDevice();
-
- for (uint32_t i = 0; i < mShaderGroups.size(); i++)
- {
- if (mShaderGroups[i]->buffer == NULL)
- continue;
-
- ID3D11InputLayout* inputLayout = NULL;
- device->CreateInputLayout(elementDescs, numElements, mShaderGroups[i]->buffer->GetBufferPointer(), mShaderGroups[i]->buffer->GetBufferSize(), &inputLayout);
-
- if (inputLayout)
- {
- RenderMaterial::InstancePtr materialInstance(new Instance(*this, inputLayout, i));
- return materialInstance;
- }
- }
- PX_ALWAYS_ASSERT();
- return NULL;
-}
-
-void RenderMaterial::Instance::bind(ID3D11DeviceContext& context, uint32_t slot, bool depthStencilOnly)
-{
- mMaterial.mShaderGroups[mShaderNum]->Set(&context, !depthStencilOnly);
-
- GPUShaderResource* pResource = Light::GetEnvTextureSRV();
- ID3D11ShaderResourceView* pEnvTextureSRV = D3D11TextureResource::GetResource(pResource);
-
- context.OMSetBlendState(mMaterial.mBlendState, nullptr, 0xFFFFFFFF);
- context.PSSetShaderResources(slot, TT_Num, mMaterial.m_TextureSRVs);
- context.PSSetShaderResources(TT_Num, 1, &pEnvTextureSRV);
- context.IASetInputLayout(mInputLayout);
-}
-
-bool RenderMaterial::Instance::isValid()
-{
- return mMaterial.mShaderGroups.size() > 0 && mMaterial.mShaderGroups[mShaderNum]->IsValid();
-}
-
-// Add By Lixu Begin
-void RenderMaterial::setTextureFileName(std::string textureFileName, TextureType tt)
-{
- if (mTextureFileNames[tt] == textureFileName)
- {
- return;
- }
- mTextureFileNames[tt] = textureFileName;
-
- mTextureResources[tt] = nullptr;
- SAFE_RELEASE(m_TextureSRVs[tt]);
-
- if (mTextureFileNames[tt].empty())
- {
- return;
- }
-
- std::string searchDir = mTextureFileNames[tt];
- size_t ind = searchDir.find_last_of('/');
- if (ind > 0 && (ind != std::string::npos))
- searchDir = searchDir.substr(0, ind);
-
- ResourceManager* pResourceManager = ResourceManager::ins();
- pResourceManager->addSearchDir(searchDir.c_str());
- mTextureResources[tt] = pResourceManager->requestTexture(mTextureFileNames[tt].c_str());
- if (mTextureResources[tt] == nullptr)
- {
- return;
- }
-
- ID3D11Device* device = GetDeviceManager()->GetDevice();
- DirectX::CreateShaderResourceView(device,
- mTextureResources[tt]->image.GetImages(),
- mTextureResources[tt]->image.GetImageCount(),
- mTextureResources[tt]->metaData, &m_TextureSRVs[tt]);
-}
-
-void RenderMaterial::setDiffuseColor(float r, float g, float b, float a)
-{
- mDiffuseColor[0] = r;
- mDiffuseColor[1] = g;
- mDiffuseColor[2] = b;
- mDiffuseColor[3] = a;
-}
-
-void RenderMaterial::getDiffuseColor(float& r, float& g, float& b, float& a)
-{
- r = mDiffuseColor[0];
- g = mDiffuseColor[1];
- b = mDiffuseColor[2];
- a = mDiffuseColor[3];
-}
-
-void RenderMaterial::setSpecularColor(float r, float g, float b, float a)
-{
- mSpecularColor[0] = r;
- mSpecularColor[1] = g;
- mSpecularColor[2] = b;
- mSpecularColor[3] = a;
-}
-
-void RenderMaterial::getSpecularColor(float& r, float& g, float& b, float& a)
-{
- r = mSpecularColor[0];
- g = mSpecularColor[1];
- b = mSpecularColor[2];
- a = mSpecularColor[3];
-}
-
-RenderMaterial* g_DefaultRenderMaterial = nullptr;
-RenderMaterial* RenderMaterial::getDefaultRenderMaterial()
-{
- if (g_DefaultRenderMaterial == nullptr)
- {
- ResourceManager* pResourceManager = ResourceManager::ins();
- g_DefaultRenderMaterial = new RenderMaterial("", *pResourceManager, "model_simple_textured_ex", 0.5, 0.5, 0.5);
- }
- return g_DefaultRenderMaterial;
-}
-
-bool RenderMaterial::isBadTexture(TextureType tt)
-{
- return (nullptr == m_TextureSRVs[tt]);
-}
-// Add By Lixu End \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderMaterial.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderMaterial.h
deleted file mode 100644
index 27f0672..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderMaterial.h
+++ /dev/null
@@ -1,178 +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.
-
-
-#ifndef RENDER_MATERIAL_H
-#define RENDER_MATERIAL_H
-
-#include "Utils.h"
-#include "DirectXTex.h"
-
-#include <string>
-#include <vector>
-#include <list>
-#include <map>
-#include <memory>
-
-
-class IRenderMesh;
-class ResourceManager;
-struct TextureResource;
-class Renderable;
-
-
-class RenderMaterial
-{
- public:
-
- enum BlendMode
- {
- BLEND_NONE,
- BLEND_ALPHA_BLENDING,
- BLEND_ADDITIVE
- };
-
- enum TextureType
- {
- TT_Diffuse,
- TT_Specular,
- TT_Normal,
- TT_Num
- };
-
- RenderMaterial(const char* materialName, ResourceManager& resourceProvider, const char* shaderFileName, const char* textureFileName = "", BlendMode blendMode = BLEND_NONE);
- RenderMaterial(const char* materialName, ResourceManager& resourceProvider, const char* shaderFileName, float r, float g, float b, float a = 1.0, BlendMode blendMode = BLEND_NONE);
- ~RenderMaterial();
-
- void setBlending(BlendMode blendMode);
- BlendMode getBlending() const { return mBlendMode; }
-
- void reload();
-
- class Instance
- {
- public:
- Instance(RenderMaterial& material, ID3D11InputLayout* inputLayout, uint32_t shaderNum = 0) : mMaterial(material), mInputLayout(inputLayout), mShaderNum(shaderNum) {}
- ~Instance() { SAFE_RELEASE(mInputLayout); }
-
- bool isValid();
- void bind(ID3D11DeviceContext& context, uint32_t slot, bool depthStencilOnly = false);
- RenderMaterial& getMaterial() const { return mMaterial; }
- private:
- RenderMaterial& mMaterial;
- ID3D11InputLayout* mInputLayout;
- uint32_t mShaderNum;
- };
-
-// Add By Lixu Begin
- typedef Instance* InstancePtr;
- std::string getMaterialName(){ return mMaterialName; }
- void setMaterialName(std::string materialName){ mMaterialName = materialName; }
- std::string getTextureFileName(TextureType tt = TT_Diffuse){ return mTextureFileNames[tt]; }
- void setTextureFileName(std::string textureFileName, TextureType tt = TT_Diffuse);
- void getDiffuseColor(float& r, float& g, float& b, float& a);
- void setDiffuseColor(float r, float g, float b, float a = 1.0);
- void getSpecularColor(float& r, float& g, float& b, float& a);
- void setSpecularColor(float r, float g, float b, float a = 1.0);
- float getSpecularShininess() { return mSpecularShininess; }
- void setSpecularShininess(float specularShininess) { mSpecularShininess = specularShininess; }
- void addRelatedRenderable(Renderable* pRenderable){ mRelatedRenderables.push_back(pRenderable); }
- std::vector<Renderable*>& getRelatedRenderables(){ return mRelatedRenderables; }
- void clearRelatedRenderables(){ mRelatedRenderables.clear(); }
- bool isBadTexture(TextureType tt = TT_Diffuse);
- static RenderMaterial* getDefaultRenderMaterial();
-// Add By Lixu End
-
- InstancePtr getMaterialInstance(const IRenderMesh* mesh);
- InstancePtr getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements);
-
- private:
- void initialize(ResourceManager& resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode);
- void initialize(ResourceManager&resourceProvider, std::vector<std::string> shaderFileNames, const char* textureFileName, BlendMode blendMode);
-
- void releaseReloadableResources();
-
- std::string mMaterialName;
- std::string mShaderFileName;
-// std::string mTextureFileName;
-
- struct ShaderGroup
- {
- ShaderGroup() : vs(nullptr), gs(nullptr), ps(nullptr), buffer(nullptr)
- {
- }
- ~ShaderGroup()
- {
- Release();
- }
- void Release()
- {
- SAFE_RELEASE(vs);
- SAFE_RELEASE(gs);
- SAFE_RELEASE(ps);
- SAFE_RELEASE(buffer);
- }
- void Set(ID3D11DeviceContext* c, bool setPixelShader = true)
- {
- c->VSSetShader(vs, nullptr, 0);
- c->GSSetShader(gs, nullptr, 0);
- c->PSSetShader(setPixelShader ? ps : nullptr, nullptr, 0);
- }
- bool IsValid()
- {
- return vs != nullptr;
- }
- ID3D11VertexShader* vs;
- ID3D11GeometryShader* gs;
- ID3D11PixelShader* ps;
- ID3DBlob* buffer;
- };
-
-// Add By Lixu Begin
- std::map<const IRenderMesh*, Instance*> mRenderMeshToInstanceMap;
- std::vector<Renderable*> mRelatedRenderables;
-// float mr;
-// float mg;
-// float mb;
-// float ma;
-// Add By Lixu End
-// const TextureResource* mTexture;
-// ID3D11ShaderResourceView* mTextureSRV;
- std::vector<std::string> mShaderFilePathes;
- std::vector<ShaderGroup*> mShaderGroups;
- ID3D11BlendState* mBlendState;
- BlendMode mBlendMode;
-
- std::string mTextureFileNames[TT_Num];
- const TextureResource* mTextureResources[TT_Num];
- ID3D11ShaderResourceView* m_TextureSRVs[TT_Num];
- float mDiffuseColor[4];
- float mSpecularColor[4];
- float mSpecularShininess;
-};
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderUtils.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderUtils.h
deleted file mode 100644
index 098f7a9..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RenderUtils.h
+++ /dev/null
@@ -1,119 +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.
-
-
-#ifndef RENDER_UTILS_H
-#define RENDER_UTILS_H
-
-#include "DirectXTex.h"
-#include <DirectXMath.h>
-#include "PxMat44.h"
-#include "PxVec3.h"
-#include "PxVec4.h"
-
-static DirectX::XMFLOAT4 getRandomPastelColor()
-{
- float r = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
- float g = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
- float b = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f;
- return DirectX::XMFLOAT4(r, g, b, 1.0f);
-}
-
-static physx::PxMat44 XMMATRIXToPxMat44(const DirectX::XMMATRIX& mat)
-{
- physx::PxMat44 m;
- memcpy(const_cast<float*>(m.front()), &mat.r[0], 4 * 4 * sizeof(float));
- return m;
-}
-
-static DirectX::XMMATRIX PxMat44ToXMMATRIX(const physx::PxMat44& mat)
-{
- return DirectX::XMMATRIX(mat.front());
-}
-
-static physx::PxVec4 XMVECTORToPxVec4(const DirectX::XMVECTOR& vec)
-{
- DirectX::XMFLOAT4 f;
- DirectX::XMStoreFloat4(&f, vec);
- return physx::PxVec4(f.x, f.y, f.z, f.w);
-}
-
-static physx::PxVec3 XMFLOAT3ToPxVec3(const DirectX::XMFLOAT3& vec)
-{
- return physx::PxVec3(vec.x, vec.y, vec.z);
-}
-
-static physx::PxVec4 XMFLOAT4ToPxVec4(const DirectX::XMFLOAT4& vec)
-{
- return physx::PxVec4(vec.x, vec.y, vec.z, vec.w);
-}
-
-static uint32_t XMFLOAT4ToU32Color(const DirectX::XMFLOAT4& color)
-{
- uint32_t c = 0;
- c |= (int)(color.w * 255); c <<= 8;
- c |= (int)(color.z * 255); c <<= 8;
- c |= (int)(color.y * 255); c <<= 8;
- c |= (int)(color.x * 255);
- return c;
-}
-
-static DirectX::XMFLOAT4 XMFLOAT4Lerp(const DirectX::XMFLOAT4 v0, const DirectX::XMFLOAT4 v1, float val)
-{
- DirectX::XMFLOAT4 v(
- v0.x * (1 - val) + v1.x * val,
- v0.y * (1 - val) + v1.y * val,
- v0.z * (1 - val) + v1.z * val,
- v0.w * (1 - val) + v1.w * val
- );
- return v;
-}
-
-static const physx::PxVec3 forwardVector = physx::PxVec3(0, 0, 1);
-static const physx::PxVec3 upVector = physx::PxVec3(0, 1, 0);
-static const physx::PxVec3 rightVector = physx::PxVec3(1, 0, 0);
-
-PX_INLINE physx::PxQuat quatLookAt(const physx::PxVec3 direction)
-{
- float d = direction.dot(forwardVector);
- if (physx::PxAbs(d + 1.0f) < 1e-5f)
- {
- return physx::PxQuat(physx::PxPi, upVector);
- }
- else if (physx::PxAbs(d - 1.0f) < 1e-5f)
- {
- return physx::PxQuat(physx::PxIdentity);
- }
- else
- {
- float angle = physx::PxAcos(d);
- physx::PxVec3 axis = forwardVector.cross(direction).getNormalized();
- return physx::PxQuat(angle, axis);
- }
-}
-
-#endif //RENDER_UTILS_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp
deleted file mode 100644
index b72c3b0..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp
+++ /dev/null
@@ -1,151 +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 "Renderable.h"
-#include "Renderer.h"
-#include "RenderUtils.h"
-#include "GlobalSettings.h"
-const DirectX::XMFLOAT4 DEFAULT_COLOR(0.5f, 0.5f, 0.5f, 1.0f);
-
-Renderable::Renderable(IRenderMesh& mesh, RenderMaterial& material) : m_mesh(mesh), m_scale(1, 1, 1), m_color(DEFAULT_COLOR), m_hidden(false), m_transform(PxIdentity)
-// Add By Lixu Begin
-, m_selected(false)
-, m_depthTest(true)
-, m_highlight(false)
-// Add By Lixu End
-{
- setMaterial(material);
-}
-
-void Renderable::setMaterial(RenderMaterial& material)
-{
- material.addRelatedRenderable(this);
- m_materialInstance = material.getMaterialInstance(&m_mesh);
-}
-
-void Renderable::render(Renderer& renderer, bool depthStencilOnly) const
-{
- if (renderer.bFetchSelection)
- {
- RenderMaterial::InstancePtr materialInstance = renderer.getSelectionRenderMaterialInstance();
- if (!materialInstance->isValid())
- {
- PX_ALWAYS_ASSERT();
- return;
- }
-
- materialInstance->bind(*renderer.m_context, 0);
-
- // setup object CB
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- renderer.m_context->Map(renderer.m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- Renderer::CBObject* objectBuffer = (Renderer::CBObject*)mappedResource.pData;
- objectBuffer->worldMatrix = PxMat44ToXMMATRIX(getModelMatrix());
- // use selected to store mUniqueId
- objectBuffer->selected = m_mesh.mUniqueId;
- renderer.m_context->Unmap(renderer.m_objectCB, 0);
- }
-
- m_mesh.render(*renderer.m_context);
-
- return;
- }
-
- if (!m_materialInstance->isValid())
- {
- PX_ALWAYS_ASSERT();
- return;
- }
-
- m_materialInstance->bind(*renderer.m_context, 0, depthStencilOnly);
-
- DirectX::XMFLOAT4 diffuseColor = getColor();
- DirectX::XMFLOAT4 specularColor = diffuseColor;
- float useDiffuseTexture = -1.0;
- float useSpecularTexture = -1.0;
- float useNormalTexture = -1.0;
- float specularShininess = 1.0;
- bool useTexture = GlobalSettings::Inst().m_renderStyle == MESH_RENDER_TEXTURED;
- RenderMaterial& renderMaterial = m_materialInstance->getMaterial();
- std::string mName = renderMaterial.getMaterialName();
- if (mName != "")
- {
- float r, g, b, a;
- std::string texName;
-
- renderMaterial.getDiffuseColor(r, g, b, a);
- diffuseColor = DirectX::XMFLOAT4(r, g, b, a);
- renderMaterial.getSpecularColor(r, g, b, a);
- specularColor = DirectX::XMFLOAT4(r, g, b, a);
-
- texName = renderMaterial.getTextureFileName();
- if (useTexture && texName != "" && !renderMaterial.isBadTexture())
- {
- useDiffuseTexture = 1.0;
- }
-
- texName = renderMaterial.getTextureFileName(RenderMaterial::TT_Specular);
- if (useTexture && texName != "" && !renderMaterial.isBadTexture(RenderMaterial::TT_Specular))
- {
- useSpecularTexture = 1.0;
- }
-
- texName = renderMaterial.getTextureFileName(RenderMaterial::TT_Normal);
- if (useTexture && texName != "" && !renderMaterial.isBadTexture(RenderMaterial::TT_Normal))
- {
- useNormalTexture = 1.0;
- }
-
- specularShininess = renderMaterial.getSpecularShininess();
- }
-
- float selected = -1.0;
- if (m_selected || m_highlight)
- {
- selected = 1.0;
- }
-
- // setup object CB
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- renderer.m_context->Map(renderer.m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- Renderer::CBObject* objectBuffer = (Renderer::CBObject*)mappedResource.pData;
- objectBuffer->worldMatrix = PxMat44ToXMMATRIX(getModelMatrix());
- objectBuffer->diffuseColor = diffuseColor;
- objectBuffer->specularColor = specularColor;
- objectBuffer->useDiffuseTexture = useDiffuseTexture;
- objectBuffer->useSpecularTexture = useSpecularTexture;
- objectBuffer->useNormalTexture = useNormalTexture;
- objectBuffer->specularShininess = specularShininess;
- objectBuffer->selected = selected;
- renderer.m_context->Unmap(renderer.m_objectCB, 0);
- }
-
- m_mesh.render(*renderer.m_context);
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.h
deleted file mode 100644
index 129b8f2..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.h
+++ /dev/null
@@ -1,204 +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.
-
-
-#ifndef RENDERABLE_H
-#define RENDERABLE_H
-
-#include "RenderMaterial.h"
-#include <DirectXMath.h>
-#include "PxMat44.h"
-#include "PxVec3.h"
-#include "PxVec4.h"
-
-using namespace physx;
-
-class Renderer;
-
-/**
-RenderMesh interface, used by Renderable
-*/
-class IRenderMesh
-{
-public:
- virtual ~IRenderMesh() {}
- virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const = 0;
- virtual void render(ID3D11DeviceContext& context) const = 0;
-// Add By Lixu Begin
- virtual void setScale(PxMat44 scale, bool replace) {};
- int mUniqueId;
-// Add By Lixu End
-};
-
-/**
-Renderable, represents single object renderer by Renderer.
-Basically Renderable = RenderMaterial + RenderMesh
-*/
-class Renderable
-{
-public:
- //////// public API ////////
-
- // suppose chunk count is less than 10000
- static int getRenderableId(int familyId, int chunkId)
- {
- int renderableId = familyId * 10000 + chunkId;
- return renderableId;
- }
- static void getFamilyChunkId(int renderableId, int& familyId, int& chunkId)
- {
- familyId = renderableId / 10000;
- chunkId = renderableId % 10000;
- }
-
- void setMaterial(RenderMaterial& material);
-
- PxMat44 getModelMatrix() const
- {
- return PxMat44(m_transform) * PxMat44(PxVec4(m_scale, 1));
- }
-
- void setTransform(PxTransform& transform)
- {
- m_transform = transform;
- }
-
- const PxTransform& getTransform() const
- {
- return m_transform;
- }
-
- void setScale(PxVec3 scale)
- {
- m_scale = scale;
- }
-
- const PxVec3& getScale() const
- {
- return m_scale;
- }
-
- void setColor(DirectX::XMFLOAT4 color)
- {
- m_color = color;
- }
- DirectX::XMFLOAT4 getColor() const
- {
- return m_color;
- }
-
- void setHidden(bool hidden)
- {
- m_hidden = hidden;
- }
-
- bool isHidden() const
- {
- return m_hidden;
- }
-
-// Add By Lixu Begin
- void setSelected(bool selected)
- {
- m_selected = selected;
- }
-
- bool isSelected() const
- {
- return m_selected;
- }
-
- void setMeshScale(PxMat44 scale, bool replace)
- {
- m_mesh.setScale(scale, replace);
- }
-
- void setDepthTest(bool depthTest)
- {
- m_depthTest = depthTest;
- }
-
- bool isDepthTest() const
- {
- return m_depthTest;
- }
-
- void setHighlight(bool highlight)
- {
- m_highlight = highlight;
- }
-
- bool isHighlight() const
- {
- return m_highlight;
- }
-// Add By Lixu End
-
- bool isTransparent() const
- {
- return !(m_materialInstance->getMaterial().getBlending() == RenderMaterial::BLEND_NONE);
- }
-
- RenderMaterial& getMaterial() const { return m_materialInstance->getMaterial(); }
-
-private:
- //////// methods used by Renderer ////////
-
- friend class Renderer;
-
- void render(Renderer& renderer) const
- {
- render(renderer, false);
- }
-
- void renderDepthStencilOnly(Renderer& renderer) const
- {
- render(renderer, true);
- }
-
- Renderable(IRenderMesh& mesh, RenderMaterial& material);
-
- void render(Renderer& renderer, bool depthStencilOnly) const;
-
-
- //////// internal data ////////
-
- DirectX::XMFLOAT4 m_color;
- PxTransform m_transform;
- PxVec3 m_scale;
-
- RenderMaterial::InstancePtr m_materialInstance;
- IRenderMesh& m_mesh;
- bool m_hidden;
-// Add By Lixu Begin
- bool m_selected;
- bool m_depthTest;
- bool m_highlight;
-// Add By Lixu End
-};
-
-#endif //RENDERABLE_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderer.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderer.cpp
deleted file mode 100644
index 05941df..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderer.cpp
+++ /dev/null
@@ -1,1245 +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 "Renderer.h"
-#include "RenderUtils.h"
-#include "UIHelpers.h"
-#include "SampleProfiler.h"
-
-#include "PxRenderBuffer.h"
-
-#include <set>
-#include "SimpleScene.h"
-#include "GlobalSettings.h"
-#include "Light.h"
-#include "AppMainWindow.h"
-#include "PxVec2.h"
-
-
-const float CAMERA_CLIP_NEAR = 1.0f;
-const float CAMERA_CLIP_FAR = 1000.00f;
-
-const float CLEAR_SCENE_COLOR[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
-
-const int RenderTarget_Size = 512;
-const float SelectionTexture_InitData = -1;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Renderer
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Renderer* g_Renderer = nullptr;
-Renderer* Renderer::Inst()
-{
- return g_Renderer;
-}
-
-
-Renderer::Renderer()
-: m_cameraCB(nullptr)
-, m_worldCB(nullptr)
-, m_objectCB(nullptr)
-, m_opaqueRenderDSState(nullptr)
-, m_transparencyRenderDSState(nullptr)
-, m_opaqueRenderNoDepthDSState(nullptr)
-, m_DSTexture(nullptr)
-, m_DSView(nullptr)
-, m_DSTextureSRV(nullptr)
-, m_selectionRenderTargetTexture(nullptr)
-, m_selectionRenderTargetView(nullptr)
-, m_selectionRenderTargetSRV(nullptr)
-, m_selectionDepthStencilTexture(nullptr)
-, m_selectionDepthStencilView(nullptr)
-, m_selectionDepthStencilSRV(nullptr)
-, m_selectionTextureForCPU(nullptr)
-, m_pointSampler(nullptr)
-, m_linearSampler(nullptr)
-, m_wireframeMode(false)
-, m_debugPrimitiveVB(nullptr)
-, m_debugPrimitiveVBVerticesCount(0)
-, m_screenPrimitiveVB(nullptr)
-, m_screenPrimitiveVBVerticesCount(0)
-, m_shadowEnabled(true)
-, m_HBAOEnabled(true)
-, m_visibleOpaqueRenderablesCount(0)
-, m_visibleTransparentRenderablesCount(0)
-{
- m_worldCBData.ambientColor = DirectX::XMFLOAT3(0.21f, 0.21f, 0.22f);
- m_worldCBData.pointLightColor = DirectX::XMFLOAT3(1.0f, 1.0f, 1.0f);
- m_worldCBData.pointLightPos = DirectX::XMFLOAT3(0.0f, 30.0f, 12.0f);
- m_worldCBData.dirLightColor = DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f);
- m_worldCBData.dirLightDir = DirectX::XMFLOAT3(-0.08f, -0.34f, -0.91f);
- m_worldCBData.specularPower = 140.0f;
- m_worldCBData.specularIntensity = 0.4f;
-
- m_RSState[0] = nullptr;
- m_RSState[1] = nullptr;
-
- toggleCameraSpeed(false);
-
- g_Renderer = this;
- bFetchSelection = false;
-}
-
-Renderer::~Renderer()
-{
-}
-
-void Renderer::initializeDefaultRSState()
-{
- D3D11_RASTERIZER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.CullMode = D3D11_CULL_NONE;
- desc.AntialiasedLineEnable = FALSE;
- desc.DepthBias = 0;
- desc.DepthBiasClamp = 0;
- desc.DepthClipEnable = TRUE;
- desc.FrontCounterClockwise = FALSE;
- desc.MultisampleEnable = TRUE;
- desc.ScissorEnable = FALSE;
- desc.SlopeScaledDepthBias = 0;
-
- desc.FillMode = D3D11_FILL_SOLID;
- V(m_device->CreateRasterizerState(&desc, &m_RSState[0]));
-
- desc.FillMode = D3D11_FILL_WIREFRAME;
- V(m_device->CreateRasterizerState(&desc, &m_RSState[1]));
-}
-
-HRESULT Renderer::DeviceCreated(ID3D11Device* device)
-{
- m_device = device;
-
- // Camera constant buffer
- {
- D3D11_BUFFER_DESC buffer_desc;
- ZeroMemory(&buffer_desc, sizeof(buffer_desc));
- buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- buffer_desc.ByteWidth = sizeof(CBCamera);
- _ASSERT((buffer_desc.ByteWidth % 16) == 0);
-
- V(device->CreateBuffer(&buffer_desc, nullptr, &m_cameraCB));
- }
-
- // World constant buffer
- {
- D3D11_BUFFER_DESC buffer_desc;
- ZeroMemory(&buffer_desc, sizeof(buffer_desc));
- buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- buffer_desc.ByteWidth = sizeof(CBWorld);
- _ASSERT((buffer_desc.ByteWidth % 16) == 0);
-
- V(device->CreateBuffer(&buffer_desc, nullptr, &m_worldCB));
- }
-
- // Object constant buffer
- {
- D3D11_BUFFER_DESC buffer_desc;
- ZeroMemory(&buffer_desc, sizeof(buffer_desc));
- buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- buffer_desc.ByteWidth = sizeof(CBObject);
- _ASSERT((buffer_desc.ByteWidth % 16) == 0);
-
- V(device->CreateBuffer(&buffer_desc, nullptr, &m_objectCB));
- }
-
- // Opaque Render Depth-Stencil state
- {
- D3D11_DEPTH_STENCIL_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.StencilEnable = FALSE;
- desc.DepthEnable = TRUE;
- desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
-
- V(device->CreateDepthStencilState(&desc, &m_opaqueRenderDSState));
- }
-
- // Transparency Render Depth-Stencil state
- {
- D3D11_DEPTH_STENCIL_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.StencilEnable = FALSE;
- desc.DepthEnable = TRUE;
- desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
- desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
-
- V(device->CreateDepthStencilState(&desc, &m_transparencyRenderDSState));
- }
-
- // Opaque Render Depth-Stencil state Without Depth Test
- {
- D3D11_DEPTH_STENCIL_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.StencilEnable = FALSE;
- desc.DepthEnable = FALSE;
- desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
-
- V(device->CreateDepthStencilState(&desc, &m_opaqueRenderNoDepthDSState));
- }
-
- // Linear sampler
- {
- D3D11_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- desc.MaxAnisotropy = 1;
- desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- desc.MinLOD = 0;
- desc.MaxLOD = D3D11_FLOAT32_MAX;
- V(device->CreateSamplerState(&desc, &m_linearSampler));
- }
-
- // Point sampler
- {
- D3D11_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
- desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- desc.MaxAnisotropy = 1;
- desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- desc.MinLOD = 0;
- desc.MaxLOD = D3D11_FLOAT32_MAX;
- V(device->CreateSamplerState(&desc, &m_pointSampler));
- }
-
- // Rasterizer state
- initializeDefaultRSState();
-
- // init primitive render meshes
- for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++)
- {
- m_primitiveRenderMeshes[i] = nullptr;
- }
-
- // init shadows
- ID3D11DeviceContext* pd3dDeviceContext;
- m_device->GetImmediateContext(&pd3dDeviceContext);
- m_shadow.createResources(m_device, pd3dDeviceContext, &m_camera);
-
- // init hbao
- m_HBAO.createResources(m_device);
-
- return S_OK;
-}
-
-void Renderer::DeviceDestroyed()
-{
- SAFE_RELEASE(m_cameraCB);
- SAFE_RELEASE(m_worldCB);
- SAFE_RELEASE(m_objectCB);
- SAFE_RELEASE(m_RSState[0]);
- SAFE_RELEASE(m_RSState[1]);
- SAFE_RELEASE(m_opaqueRenderDSState);
- SAFE_RELEASE(m_transparencyRenderDSState);
- SAFE_RELEASE(m_opaqueRenderNoDepthDSState);
- SAFE_RELEASE(m_pointSampler);
- SAFE_RELEASE(m_linearSampler);
- SAFE_RELEASE(m_debugPrimitiveVB);
- SAFE_RELEASE(m_screenPrimitiveVB);
- SAFE_RELEASE(m_DSTexture);
- SAFE_RELEASE(m_DSView);
- SAFE_RELEASE(m_DSTextureSRV);
- SAFE_RELEASE(m_selectionRenderTargetTexture);
- SAFE_RELEASE(m_selectionRenderTargetView);
- SAFE_RELEASE(m_selectionRenderTargetSRV);
- SAFE_RELEASE(m_selectionDepthStencilTexture);
- SAFE_RELEASE(m_selectionDepthStencilView);
- SAFE_RELEASE(m_selectionDepthStencilSRV);
- SAFE_RELEASE(m_selectionTextureForCPU);
-
- for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++)
- {
- SAFE_DELETE(m_primitiveRenderMeshes[i]);
- }
-}
-
-void Renderer::onInitialize()
-{
- // search paths
- m_resourceManager.addSearchDir("..\\resources");
- m_resourceManager.addSearchDir("..\\..\\..\\..\\bin\\resources");
- //m_resourceManager.addSearchDir("..\\..\\samples\\resources");
- //m_resourceManager.addSearchDir("..\\..\\..\\samples\\resources");
-
- // debug primitive render material and input layout
- {
- m_debugPrimitiveRenderMaterial = new RenderMaterial("", m_resourceManager, "debug_primitive", "");
-
- D3D11_INPUT_ELEMENT_DESC layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
- };
-
- m_debugPrimitiveRenderMaterialInstance = m_debugPrimitiveRenderMaterial->getMaterialInstance(layout, ARRAYSIZE(layout));
- }
-
- // screen primitive render material and input layout
- {
- m_screenPrimitiveRenderMaterial = new RenderMaterial("", m_resourceManager, "screen_primitive_ex", "");
-
- D3D11_INPUT_ELEMENT_DESC layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
- };
-
- m_screenPrimitiveRenderMaterialInstance = m_screenPrimitiveRenderMaterial->getMaterialInstance(layout, ARRAYSIZE(layout));
- }
-
- // selection render material and input layout
- {
- m_selectionRenderMaterial = new RenderMaterial("idm", m_resourceManager, "model_simple_id_ex", "");
-
- D3D11_INPUT_ELEMENT_DESC layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "VERTEX_NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "FACE_NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 36, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
- };
-
- m_selectionRenderMaterialInstance = m_selectionRenderMaterial->getMaterialInstance(layout, ARRAYSIZE(layout));
- }
-}
-
-void Renderer::onTerminate()
-{
- SAFE_DELETE(m_debugPrimitiveRenderMaterial);
- SAFE_DELETE(m_screenPrimitiveRenderMaterial);
-}
-
-void Renderer::BackBufferResized(ID3D11Device* /*device*/, const DXGI_SURFACE_DESC* sd)
-{
- // Setup the camera's projection parameters
- m_screenWidth = sd->Width;
- m_screenHeight = sd->Height;
- float fAspectRatio = m_screenWidth / m_screenHeight;
- float fov = (GlobalSettings::Inst().m_fovAngle / 360.0f) * 3.141592653589793;
- m_camera.SetProjParams(fov, fAspectRatio, CAMERA_CLIP_NEAR, CAMERA_CLIP_FAR);
-
- SAFE_RELEASE(m_DSTexture);
- SAFE_RELEASE(m_DSView);
- SAFE_RELEASE(m_DSTextureSRV);
- SAFE_RELEASE(m_selectionRenderTargetTexture);
- SAFE_RELEASE(m_selectionRenderTargetView);
- SAFE_RELEASE(m_selectionRenderTargetSRV);
- SAFE_RELEASE(m_selectionDepthStencilTexture);
- SAFE_RELEASE(m_selectionDepthStencilView);
- SAFE_RELEASE(m_selectionDepthStencilSRV);
- SAFE_RELEASE(m_selectionTextureForCPU);
-
- // create m_selectionRenderTargetTexture
- {
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = RenderTarget_Size;
- desc.Height = RenderTarget_Size;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R32_FLOAT; // Use a typeless type here so that it can be both depth-stencil and shader resource.
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- V(m_device->CreateTexture2D(&desc, NULL, &m_selectionRenderTargetTexture));
- }
-
- // create m_selectionRenderTargetView
- {
- D3D11_RENDER_TARGET_VIEW_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the view see this as D32_FLOAT instead of typeless
- desc.Texture2D.MipSlice = 0;
- V(m_device->CreateRenderTargetView(m_selectionRenderTargetTexture, &desc, &m_selectionRenderTargetView));
- }
-
- // create m_selectionRenderTargetSRV
- {
- D3D11_SHADER_RESOURCE_VIEW_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the shaders see this as R32_FLOAT instead of typeless
- desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- desc.Texture2D.MipLevels = 1;
- desc.Texture2D.MostDetailedMip = 0;
- V(m_device->CreateShaderResourceView(m_selectionRenderTargetTexture, &desc, &m_selectionRenderTargetSRV));
- }
-
- // create m_selectionDepthStencilTexture
- {
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = RenderTarget_Size;
- desc.Height = RenderTarget_Size;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R32_TYPELESS; // Use a typeless type here so that it can be both depth-stencil and shader resource.
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- V(m_device->CreateTexture2D(&desc, NULL, &m_selectionDepthStencilTexture));
- }
-
- // create m_selectionDepthStencilView
- {
- D3D11_DEPTH_STENCIL_VIEW_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- desc.Format = DXGI_FORMAT_D32_FLOAT; // Make the view see this as D32_FLOAT instead of typeless
- desc.Texture2D.MipSlice = 0;
- V(m_device->CreateDepthStencilView(m_selectionDepthStencilTexture, &desc, &m_selectionDepthStencilView));
- }
-
- // create m_selectionDepthStencilSRV
- {
- D3D11_SHADER_RESOURCE_VIEW_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the shaders see this as R32_FLOAT instead of typeless
- desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- desc.Texture2D.MipLevels = 1;
- desc.Texture2D.MostDetailedMip = 0;
- V(m_device->CreateShaderResourceView(m_selectionDepthStencilTexture, &desc, &m_selectionDepthStencilSRV));
- }
-
- // create m_selectionTextureForCPU
- {
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = RenderTarget_Size;
- desc.Height = RenderTarget_Size;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R32_FLOAT; // Use a typeless type here so that it can be both depth-stencil and shader resource.
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_STAGING;
- desc.BindFlags = 0;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- desc.MiscFlags = 0;
- V(m_device->CreateTexture2D(&desc, NULL, &m_selectionTextureForCPU));
- }
-
- // create a new Depth-Stencil texture
- {
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = sd->Width;
- desc.Height = sd->Height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R32_TYPELESS; // Use a typeless type here so that it can be both depth-stencil and shader resource.
- desc.SampleDesc.Count = sd->SampleDesc.Count;
- desc.SampleDesc.Quality = sd->SampleDesc.Quality;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- V(m_device->CreateTexture2D(&desc, NULL, &m_DSTexture));
- }
-
- // create Depth-Stencil view
- {
- D3D11_DEPTH_STENCIL_VIEW_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
- desc.Format = DXGI_FORMAT_D32_FLOAT; // Make the view see this as D32_FLOAT instead of typeless
- desc.Texture2D.MipSlice = 0;
- V(m_device->CreateDepthStencilView(m_DSTexture, &desc, &m_DSView));
- }
-
- // create Depth-Stencil shader resource view
- {
- D3D11_SHADER_RESOURCE_VIEW_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the shaders see this as R32_FLOAT instead of typeless
- desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
- desc.Texture2D.MipLevels = 1;
- desc.Texture2D.MostDetailedMip = 0;
- V(m_device->CreateShaderResourceView(m_DSTexture, &desc, &m_DSTextureSRV));
- }
-
- // setup viewport
- m_viewport.Width = (FLOAT)sd->Width;
- m_viewport.Height = (FLOAT)sd->Height;
- m_viewport.MinDepth = 0;
- m_viewport.MaxDepth = 1;
- m_viewport.TopLeftX = 0;
- m_viewport.TopLeftY = 0;
-
- // setup shadows
- m_shadow.setScreenResolution(0, sd->Width, sd->Height, sd->SampleDesc.Count, nullptr);
-}
-
-void Renderer::setAllConstantBuffers(ID3D11DeviceContext* ctx)
-{
- ID3D11Buffer* cbs[3] = { m_cameraCB, m_worldCB, m_objectCB };
- ctx->VSSetConstantBuffers(0, 3, cbs);
- ctx->GSSetConstantBuffers(0, 3, cbs);
- ctx->PSSetConstantBuffers(0, 3, cbs);
-}
-
-void Renderer::Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
- ID3D11DepthStencilView*)
-{
- GlobalSettings& globalSettings = GlobalSettings::Inst();
- if (!globalSettings.m_showGraphicsMesh)
- return;
-
- PROFILER_SCOPED_FUNCTION();
-
- m_context = ctx;
-
- ctx->ClearDepthStencilView(m_DSView, D3D11_CLEAR_DEPTH, 1.0, 0);
- ctx->RSSetViewports(1, &m_viewport);
-
- // needed matrices
- DirectX::XMMATRIX viewMatrix = SimpleScene::Inst()->GetViewMatrix();
- DirectX::XMMATRIX projMatrix = SimpleScene::Inst()->GetProjMatrix();
- DirectX::XMMATRIX projMatrixInv = DirectX::XMMatrixInverse(NULL, projMatrix);
- DirectX::XMMATRIX viewProjMatrix = viewMatrix * projMatrix;
-
- // Fill Camera constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
- cameraBuffer->viewProjection = viewProjMatrix;
- cameraBuffer->projectionInv = projMatrixInv;
- DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), SimpleScene::Inst()->GetEyePt());
- ctx->Unmap(m_cameraCB, 0);
- }
-
- // Fill World constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- ctx->Map(m_worldCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- CBWorld* worldBuffer = (CBWorld*)mappedResource.pData;
- float flatNormal = -1.0;
- if (globalSettings.m_renderStyle == MESH_RENDER_FLAT)
- {
- flatNormal = 1.0;
- }
- float useLighting = 1.0;
- if (!globalSettings.m_useLighting)
- {
- useLighting = -1.0;
- }
- m_worldCBData.flatNormal = flatNormal;
- m_worldCBData.wireFrameOver = -1.0;
- m_worldCBData.useLighting = useLighting;
- Light::FillLightShaderParam(m_worldCBData.lightParam);
- memcpy(worldBuffer, &m_worldCBData, sizeof(m_worldCBData));
- //worldBuffer->ambientColor = m_CBWorldData.ambientColor;
- //worldBuffer->pointLightPos = m_CBWorldData.pointLightPos;
- //worldBuffer->pointLightColor = m_CBWorldData.pointLightColor;
- //worldBuffer->dirLightDir = m_CBWorldData.dirLightDir;
- //worldBuffer->specularPower = m_CBWorldData.specularPower;
- //worldBuffer->dirLightColor = m_CBWorldData.dirLightColor;
- //worldBuffer->specularIntensity = m_CBWorldData.specularIntensity;
- ctx->Unmap(m_worldCB, 0);
- }
-
- if (globalSettings.m_renderStyle != MESH_RENDER_WIREFRAME)
- {
- ctx->RSSetState(m_RSState[0]);
- }
- else
- {
- ctx->RSSetState(m_RSState[1]);
- }
-
- ctx->PSSetSamplers(0, 1, &m_linearSampler);
- ctx->PSSetSamplers(1, 1, &m_pointSampler);
-
-
- if (m_shadowEnabled)
- {
- // render depth only
- {
- ctx->OMSetRenderTargets(0, nullptr, m_DSView);
- ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF);
-
- // set constants buffers
- setAllConstantBuffers(ctx);
-
- for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
- {
- if (!(*it)->isTransparent() && !(*it)->isHidden())
- (*it)->renderDepthStencilOnly(*this);
- }
- }
-
- m_shadow.clearBuffer();
-
- std::vector<Light>& lights = Light::GetDefaultLights();
- for (int l = 0; l < 3; l++)
- {
- if (!lights[l].m_useShadows)
- {
- continue;
- }
-
- atcore_float3 eye = lights[l].m_lightCamera._eye;
- eye.x = -eye.x;
- atcore_float3 at = lights[l].m_lightCamera._at;
- at.x = -at.x;
-
- ctx->OMSetRenderTargets(0, nullptr, m_DSView);
- m_shadow.renderShadowMaps(this, eye, at);
- ctx->OMSetRenderTargets(0, nullptr, nullptr);
- m_shadow.renderShadowBuffer(m_DSTextureSRV, nullptr);
- }
-
- m_shadow.finalizeBuffer();
- }
-
- // Opaque render
- {
- ctx->RSSetViewports(1, &m_viewport);
- ctx->OMSetRenderTargets(1, &pRTV, m_DSView);
- ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF);
-
- // set constants buffers
- setAllConstantBuffers(ctx);
-
- // Fill Camera constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
- cameraBuffer->viewProjection = viewProjMatrix;
- cameraBuffer->projectionInv = projMatrixInv;
- DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), SimpleScene::Inst()->GetEyePt());
- ctx->Unmap(m_cameraCB, 0);
- }
-
- std::vector<Renderable*> renderablesWithoutDepthTest;
-
- // Render opaque renderables
- m_visibleOpaqueRenderablesCount = 0;
- for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
- {
- if (!(*it)->isTransparent() && !(*it)->isHidden())
- {
- if (!(*it)->isDepthTest())
- {
- renderablesWithoutDepthTest.push_back(*it);
- continue;
- }
- (*it)->render(*this);
- m_visibleOpaqueRenderablesCount++;
- }
- }
-
- if (renderablesWithoutDepthTest.size() > 0)
- {
- ctx->OMSetDepthStencilState(m_opaqueRenderNoDepthDSState, 0xFF);
- std::vector<Renderable*>::iterator itR;
- for (itR = renderablesWithoutDepthTest.begin(); itR != renderablesWithoutDepthTest.end(); itR++)
- {
- (*itR)->render(*this);
- }
- ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF);
- }
- }
-
- // draw overline
- if (globalSettings.m_showWireframe)
- {
- if (globalSettings.m_renderStyle != MESH_RENDER_WIREFRAME)
- {
- ctx->RSSetState(m_RSState[1]);
- }
-
- // update wireFrameOver
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- ctx->Map(m_worldCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- CBWorld* worldBuffer = (CBWorld*)mappedResource.pData;
- float wireFrameOver = -1.0;
- {
- if (globalSettings.m_showWireframe)
- {
- wireFrameOver = 1.0;
- }
- }
- m_worldCBData.wireFrameOver = wireFrameOver;
- memcpy(worldBuffer, &m_worldCBData, sizeof(m_worldCBData));
- ctx->Unmap(m_worldCB, 0);
- }
-
- for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
- {
- if (!(*it)->isTransparent() && !(*it)->isHidden())
- {
- (*it)->render(*this);
- }
- }
-
- if (globalSettings.m_renderStyle != MESH_RENDER_WIREFRAME)
- {
- ctx->RSSetState(m_RSState[0]);
- }
- }
-
- // modulate shadows
- if (m_shadowEnabled && globalSettings.m_useLighting)
- {
- m_shadow.modulateShadowBuffer(pRTV);
- }
-
- // render AO
- if (m_HBAOEnabled)
- {
- m_HBAO.renderAO(m_context, pRTV, m_DSTextureSRV, projMatrix);
- }
-
- ctx->RSSetViewports(1, &m_viewport);
-
- // render debug render buffers
- if (!AppMainWindow::Inst().m_bGizmoWithDepthTest)
- {
- ctx->OMSetDepthStencilState(m_opaqueRenderNoDepthDSState, 0xFF);
- }
- while (m_queuedRenderBuffers.size() > 0)
- {
- render(m_queuedRenderBuffers.back());
- m_queuedRenderBuffers.pop_back();
- }
- while (m_screenRenderBuffers.size() > 0)
- {
- render(m_screenRenderBuffers.back(), true);
- m_screenRenderBuffers.pop_back();
- }
-
- // Transparency render
- ctx->OMSetRenderTargets(1, &pRTV, m_DSView);
- ctx->OMSetDepthStencilState(m_transparencyRenderDSState, 0xFF);
-
- // depth as SRV isn't used now (uncommenting will produce a warning, probably need readonly depth?)
- //ctx->PSSetShaderResources(1, 1, &mDSTextureSRV);
-
- // Render transparent renderables
- m_visibleTransparentRenderablesCount = 0;
- for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
- {
- if ((*it)->isTransparent() && !(*it)->isHidden())
- {
- (*it)->render(*this);
- m_visibleTransparentRenderablesCount++;
- }
- }
-
- // shadows debug render
- if (0)
- {
- m_shadow.displayMapFrustums(pRTV, m_DSView);
- }
-
- // Reset RT and SRV state
- ID3D11ShaderResourceView* nullAttach[16] = { nullptr };
- ctx->PSSetShaderResources(0, 16, nullAttach);
- ctx->OMSetRenderTargets(0, nullptr, nullptr);
-}
-
-LRESULT Renderer::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- PX_UNUSED(hWnd);
- PX_UNUSED(wParam);
- PX_UNUSED(lParam);
-
- if (uMsg == WM_KEYDOWN || uMsg == WM_KEYUP)
- {
- // Camera overspeed event
- int iKeyPressed = static_cast<int>(wParam);
- if (iKeyPressed == VK_SHIFT)
- {
- toggleCameraSpeed(uMsg == WM_KEYDOWN);
- }
- }
-
- UpdateCamera();
-
- return 0;
-
- // Camera events
- return m_camera.HandleMessages(hWnd, uMsg, wParam, lParam);
-}
-
-void Renderer::Animate(double fElapsedTimeSeconds)
-{
- PROFILER_SCOPED_FUNCTION();
-
- m_camera.FrameMove((float)fElapsedTimeSeconds);
-}
-
-void Renderer::renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute)
-{
- // Fill Camera constant buffer
- if (viewProjectionSubstitute)
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- m_context->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
- cameraBuffer->viewProjection = *viewProjectionSubstitute;
- m_context->Unmap(m_cameraCB, 0);
- }
-
- // set constants buffers
- setAllConstantBuffers(m_context);
-
- // render
- for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
- {
- if (!(*it)->isTransparent() && !(*it)->isHidden())
- (*it)->renderDepthStencilOnly(*this);
- }
-}
-
-void Renderer::render(const PxRenderBuffer* renderBuffer, bool bScreen)
-{
- // points
- uint32_t pointsCount = renderBuffer->getNbPoints();
- if (pointsCount > 0)
- {
- RenderDebugVertex* verts = new RenderDebugVertex[pointsCount];
- const PxDebugPoint* points = renderBuffer->getPoints();
- for (uint32_t i = 0; i < pointsCount; i++)
- {
- verts[i].mPos = points[i].pos;
- verts[i].mColor = points[i].color;
- }
-
- renderDebugPrimitive(verts, pointsCount, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
- delete[] verts;
- }
-
- // lines
- uint32_t linesCount = renderBuffer->getNbLines();
- if (linesCount > 0)
- {
- RenderDebugVertex* verts = new RenderDebugVertex[linesCount * 2];
- const PxDebugLine* lines = renderBuffer->getLines();
- for (uint32_t i = 0; i < linesCount; i++)
- {
- verts[i * 2].mPos = lines[i].pos0;
- verts[i * 2].mColor = lines[i].color0;
- verts[i * 2 + 1].mPos = lines[i].pos1;
- verts[i * 2 + 1].mColor = lines[i].color1;
- }
-
- renderDebugPrimitive(verts, linesCount * 2, D3D11_PRIMITIVE_TOPOLOGY_LINELIST, bScreen);
- delete[] verts;
- }
-
- // triangles
- uint32_t trianglesCount = renderBuffer->getNbTriangles();
- if (trianglesCount > 0)
- {
- RenderDebugVertex* verts = new RenderDebugVertex[trianglesCount * 3];
- const PxDebugTriangle* triangles = renderBuffer->getTriangles();
- for (uint32_t i = 0; i < trianglesCount; i++)
- {
- verts[i * 3].mPos = triangles[i].pos0;
- verts[i * 3].mColor = triangles[i].color0;
- verts[i * 3 + 1].mPos = triangles[i].pos1;
- verts[i * 3 + 1].mColor = triangles[i].color1;
- verts[i * 3 + 2].mPos = triangles[i].pos2;
- verts[i * 3 + 2].mColor = triangles[i].color2;
- }
-
- renderDebugPrimitive(verts, trianglesCount * 3, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- delete[] verts;
- }
-
- // texts?
- // ....
-}
-
-void Renderer::renderDebugPrimitive(const Renderer::RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology, bool bScreen)
-{
- m_context->IASetPrimitiveTopology(topology);
-
- if (bScreen)
- {
- m_screenPrimitiveRenderMaterialInstance->bind(*m_context, 0);
- }
- else
- {
- m_debugPrimitiveRenderMaterialInstance->bind(*m_context, 0);
- }
-
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- m_context->Map(m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- CBObject* objectBuffer = (CBObject*)mappedResource.pData;
-
- objectBuffer->worldMatrix = PxMat44ToXMMATRIX(PxMat44(PxIdentity));
-
- m_context->Unmap(m_objectCB, 0);
-
- if (m_debugPrimitiveVBVerticesCount < verticesCount)
- {
- m_debugPrimitiveVBVerticesCount = verticesCount;
- SAFE_RELEASE(m_debugPrimitiveVB);
-
- D3D11_BUFFER_DESC bufferDesc;
-
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.ByteWidth = sizeof(Renderer::RenderDebugVertex) * m_debugPrimitiveVBVerticesCount;
- bufferDesc.CPUAccessFlags = 0;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_DEFAULT;
-
- V(m_device->CreateBuffer(&bufferDesc, NULL, &m_debugPrimitiveVB));
- }
-
- CD3D11_BOX box(0, 0, 0, (LONG)(sizeof(Renderer::RenderDebugVertex) * verticesCount), 1, 1);
- m_context->UpdateSubresource(m_debugPrimitiveVB, 0, &box, vertices, 0, 0);
-
- ID3D11Buffer* pBuffers[1] = { m_debugPrimitiveVB };
- UINT strides[1] = { sizeof(RenderDebugVertex) };
- UINT offsets[1] = { 0 };
- m_context->IASetVertexBuffers(0, 1, pBuffers, strides, offsets);
-
- m_context->Draw(verticesCount, 0);
-}
-
-IRenderMesh* Renderer::getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type)
-{
- if (m_primitiveRenderMeshes[type] == NULL)
- {
- switch (type)
- {
- case PrimitiveRenderMeshType::Box:
- m_primitiveRenderMeshes[type] = new BoxRenderMesh();
- break;
- case PrimitiveRenderMeshType::Plane:
- m_primitiveRenderMeshes[type] = new PlaneRenderMesh();
- break;
- case PrimitiveRenderMeshType::Sphere:
- m_primitiveRenderMeshes[type] = new SphereRenderMesh();
- break;
-// Add By Lixu Begin
- case PrimitiveRenderMeshType::Cone:
- m_primitiveRenderMeshes[type] = new ConeRenderMesh();
- break;
-// Add By Lixu End
- default:
- PX_ALWAYS_ASSERT_MESSAGE("Unsupported PxGeometryType");
- return NULL;
- }
- }
-
- return m_primitiveRenderMeshes[type];
-}
-
-
-Renderable* Renderer::createRenderable(IRenderMesh& mesh, RenderMaterial& material)
-{
- Renderable* renderable = new Renderable(mesh, material);
- m_renderables.emplace(renderable);
- return renderable;
-}
-
-void Renderer::removeRenderable(Renderable* r)
-{
- m_renderables.erase(m_renderables.find(r));
- delete r;
-}
-
-void Renderer::toggleCameraSpeed(bool overspeed)
-{
- m_camera.SetScalers(0.002f, overspeed ? 150.f : 25.f);
-}
-
-void Renderer::reloadShaders()
-{
- // iterate Renderables materials and call reload()
- std::set<RenderMaterial*> materials;
- for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
- {
- materials.emplace(&((*it)->getMaterial()));
- }
- for (std::set<RenderMaterial*>::iterator it = materials.begin(); it != materials.end(); it++)
- {
- (*it)->reload();
- }
-}
-
-void Renderer::drawUI()
-{
- // Lighting
- if (ImGui::TreeNode("Lighting"))
- {
- ImGui::ColorEdit3("Ambient Color", &(m_worldCBData.ambientColor.x));
- ImGui::ColorEdit3("Point Light Color", &(m_worldCBData.pointLightColor.x));
- ImGui::DragFloat3("Point Light Pos", &(m_worldCBData.pointLightPos.x));
- ImGui::ColorEdit3("Dir Light Color", &(m_worldCBData.dirLightColor.x));
- ImGui_DragFloat3Dir("Dir Light Dir", &(m_worldCBData.dirLightDir.x));
- ImGui::DragFloat("Specular Power", &(m_worldCBData.specularPower), 1.0f, 1.0f, 500.0f);
- ImGui::DragFloat("Specular Intensity", &(m_worldCBData.specularIntensity), 0.01f, 0.0f, 2.0f);
-
- ImGui::TreePop();
- }
-
- // Shadow
- if (ImGui::TreeNode("Shadow"))
- {
- ImGui::Checkbox("Shadows Enabled", &m_shadowEnabled);
- if (m_shadowEnabled)
- {
- m_shadow.drawUI();
- }
-
- ImGui::TreePop();
- }
-
- // HBAO+
- if (ImGui::TreeNode("HBAO+"))
- {
- ImGui::Checkbox("HBAO Enabled", &(m_HBAOEnabled));
- if (m_HBAOEnabled)
- {
- m_HBAO.drawUI();
- }
-
- ImGui::TreePop();
- }
-}
-
-void Renderer::UpdateCamera()
-{
- Camera* pCamera = SimpleScene::Inst()->m_pCamera;
- DirectX::XMVECTORF32 eyePt = { pCamera->_eye.x, pCamera->_eye.y, pCamera->_eye.z, 0 };
- DirectX::XMVECTORF32 lookAtPt = { pCamera->_at.x, pCamera->_at.y, pCamera->_at.z, 0 };
- m_camera.SetViewParams(eyePt, lookAtPt);
- m_camera.SetProjParams(pCamera->_fov, pCamera->_aspectRatio, pCamera->_znear, pCamera->_zfar);
-}
-
-bool _pointInPolygon(std::vector<PxVec2>& screenPoints, PxVec2& test)
-{
- int polySides = screenPoints.size();
- int i, j = polySides - 1;
- bool oddNodes = false;
- for (i = 0; i < polySides; i++)
- {
- if ((screenPoints[i].y < test.y && screenPoints[j].y >= test.y
- || screenPoints[j].y <test.y && screenPoints[i].y >= test.y)
- && (screenPoints[i].x <= test.x || screenPoints[j].x <= test.x))
- {
- float temp = (test.y - screenPoints[i].y) /
- (screenPoints[j].y - screenPoints[i].y) *
- (screenPoints[j].x - screenPoints[i].x);
- oddNodes ^= (screenPoints[i].x + temp < test.x);
- }
- j = i;
- }
- return oddNodes;
-}
-
-void Renderer::fetchSelection(std::vector<PxVec2>& screenPoints, std::map<int, std::set<int>>& selection)
-{
- PROFILER_SCOPED_FUNCTION();
-
- selection.clear();
-
- int pointSize = screenPoints.size();
- if (pointSize == 0)
- {
- return;
- }
-
- GlobalSettings& globalSettings = GlobalSettings::Inst();
- if (!globalSettings.m_showGraphicsMesh)
- return;
-
- ID3D11DeviceContext* ctx = m_context;
-
- // needed matrices
- DirectX::XMMATRIX viewMatrix = SimpleScene::Inst()->GetViewMatrix();
- DirectX::XMMATRIX projMatrix = SimpleScene::Inst()->GetProjMatrix();
- DirectX::XMMATRIX projMatrixInv = DirectX::XMMatrixInverse(NULL, projMatrix);
- DirectX::XMMATRIX viewProjMatrix = viewMatrix * projMatrix;
-
- // Fill Camera constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
- cameraBuffer->viewProjection = viewProjMatrix;
- ctx->Unmap(m_cameraCB, 0);
- }
-
- int width = RenderTarget_Size;
- int height = RenderTarget_Size;
- float init_data = SelectionTexture_InitData;
- int dataSize = width * height;
- if (m_selectionTextureData.size() != dataSize)
- {
- m_selectionTextureData.resize(dataSize);
- }
- std::fill(m_selectionTextureData.begin(), m_selectionTextureData.end(), init_data);
-
- ctx->OMSetRenderTargets(1, &m_selectionRenderTargetView, m_selectionDepthStencilView);
- float ClearColor[4] = { init_data, init_data, init_data, init_data };
- ctx->ClearRenderTargetView(m_selectionRenderTargetView, ClearColor);
- ctx->ClearDepthStencilView(m_selectionDepthStencilView, D3D11_CLEAR_DEPTH, 1.0, 0);
- D3D11_VIEWPORT vp = { 0.0f, 0.0f, (float)width, (float)height, 0.0f, 1.0f };
- ctx->RSSetViewports(1, &vp);
- ctx->RSSetState(m_RSState[0]);
- ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF);
-
- // set constants buffers
- setAllConstantBuffers(ctx);
-
- bFetchSelection = true;
-
- // Render renderables
- for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
- {
- if (!(*it)->isHidden())
- {
- (*it)->render(*this);
- }
- }
-
- bFetchSelection = false;
-
- {
- ctx->CopyResource(m_selectionTextureForCPU, m_selectionRenderTargetTexture);
- D3D11_MAPPED_SUBRESOURCE mapResource;
- HRESULT hr = ctx->Map(m_selectionTextureForCPU, 0, D3D11_MAP_READ, NULL, &mapResource);
- memcpy(m_selectionTextureData.data(), mapResource.pData, dataSize * sizeof(float));
- ctx->Unmap(m_selectionTextureForCPU, 0);
- }
-
- std::set<int> vids;
- if (pointSize == 1)
- {
- // point selection
- int centerX = screenPoints[0].x * width;
- int centerY = screenPoints[0].y * height;
-
- int ds = centerY * width + centerX;
- int vid = m_selectionTextureData[ds];
- vids.emplace(vid);
- }
- else if (pointSize == 2)
- {
- // rect selection
- PxVec2 lefttop = screenPoints[0];
- PxVec2 rightbottom = screenPoints[1];
- int startX = lefttop.x * width;
- int startY = lefttop.y * height;
- int endX = rightbottom.x * width;
- int endY = rightbottom.y * height;
- for (int h = startY; h <= endY; h++)
- {
- for (int w = startX; w <= endX; w++)
- {
- int ds = h * width + w;
- int vid = m_selectionTextureData[ds];
- vids.emplace(vid);
- }
- }
- }
- else
- {
- // draw selection
- PxVec2 pMin, pMax;
- pMin = pMax = screenPoints[0];
- for (int ps = 1; ps < pointSize; ps++)
- {
- PxVec2& p = screenPoints[ps];
- if (p.x < pMin.x)
- {
- pMin.x = p.x;
- }
- if (p.y < pMin.y)
- {
- pMin.y = p.y;
- }
- if (p.x > pMax.x)
- {
- pMax.x = p.x;
- }
- if (p.y > pMax.y)
- {
- pMax.y = p.y;
- }
- }
- int startX = pMin.x * width;
- int startY = pMin.y * height;
- int endX = pMax.x * width;
- int endY = pMax.y * height;
- for (int h = startY; h <= endY; h++)
- {
- for (int w = startX; w <= endX; w++)
- {
- PxVec2 test(1.0 * w / width, 1.0 * h / height);
- bool valid = _pointInPolygon(screenPoints, test);
- if (valid)
- {
- int ds = h * width + w;
- int vid = m_selectionTextureData[ds];
- vids.emplace(vid);
- }
- }
- }
- }
-
- int familyId, chunkId;
- for (int vid : vids)
- {
- if (vid < 0)
- {
- continue;
- }
-
- Renderable::getFamilyChunkId(vid, familyId, chunkId);
- selection[familyId].emplace(chunkId);
- }
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderer.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderer.h
deleted file mode 100644
index eeaf98c..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderer.h
+++ /dev/null
@@ -1,317 +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.
-
-
-#ifndef RENDERER_H
-#define RENDERER_H
-
-#include "RenderMaterial.h"
-#include <DirectXMath.h>
-#include "XInput.h"
-#include "DXUTMisc.h"
-#include "DXUTCamera.h"
-#include "SampleManager.h"
-#include "Utils.h"
-#include "ResourceManager.h"
-#include "PrimitiveRenderMesh.h"
-#include "RendererShadow.h"
-#include "RendererHBAO.h"
-#include <unordered_set>
-#include "LightShaderParam.h"
-
-class CFirstPersonCamera;
-class PhysXPrimitive;
-class RenderDebugImpl;
-
-namespace physx
-{
-class PxRenderBuffer;
-}
-
-
-/**
-3D World Renderer
-- use createRenderable() to add objects to render.
-- use queueRenderBuffer() every frame to render debug primitives.
-- contains ResourceManager to search for file and load resources.
-- contains RendererShadow and RendererHBAO, use them through getters to control shadows.
-*/
-class Renderer : public ISampleController
-{
- friend class Renderable;
-
- public:
- //////// ctor ////////
-
- Renderer();
- ~Renderer();
-
- static Renderer* Inst();
- bool bFetchSelection;
- void fetchSelection(std::vector<PxVec2>& screenPoints, std::map<int, std::set<int>>& selection);
- //////// public API ////////
-
- void reloadShaders();
-
- bool getWireframeMode()
- {
- return m_wireframeMode;
- }
-
- void setWireframeMode(bool enabled)
- {
- if(m_wireframeMode != enabled)
- {
- m_wireframeMode = enabled;
- initializeDefaultRSState();
- }
- }
-
- IRenderMesh* getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type);
-
- Renderable* createRenderable(IRenderMesh& mesh, RenderMaterial& material);
- void removeRenderable(Renderable* r);
-
- void drawUI();
-
-
- //////// public getters ////////
-
- float getScreenWidth() const
- {
- return m_screenWidth;
- }
-
- float getScreenHeight() const
- {
- return m_screenHeight;
- }
-
- void queueRenderBuffer(const PxRenderBuffer* buffer, bool bScreen = false)
- {
- if (bScreen)
- {
- m_screenRenderBuffers.push_back(buffer);
- }
- else
- {
- m_queuedRenderBuffers.push_back(buffer);
- }
- }
-
- void clearQueue()
- {
- m_screenRenderBuffers.clear();
- m_queuedRenderBuffers.clear();
- }
-
- ResourceManager& getResourceManager()
- {
- return m_resourceManager;
- }
-
- uint32_t getVisibleOpaqueRenderablesCount()
- {
- return m_visibleOpaqueRenderablesCount;
- }
-
- uint32_t getVisibleTransparentRenderablesCount()
- {
- return m_visibleTransparentRenderablesCount;
- }
-
- CFirstPersonCamera& getCamera()
- {
- return m_camera;
- }
-
- RenderMaterial::InstancePtr getSelectionRenderMaterialInstance()
- {
- return m_selectionRenderMaterialInstance;
- }
-
- //////// public 'internal' methods ////////
-
- // for internal usage (used by RenderShadows)
- void renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute);
- void UpdateCamera();
- protected:
-
- //////// controller callbacks ////////
-
- virtual HRESULT DeviceCreated(ID3D11Device* pDevice);
- virtual void DeviceDestroyed();
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Animate(double fElapsedTimeSeconds);
- virtual void onInitialize();
- virtual void onTerminate();
- virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc);
- virtual void Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
- ID3D11DepthStencilView* pDSV);
-
- private:
-
- //////// internal methods ////////
-
- struct RenderDebugVertex
- {
- PxVec3 mPos;
- uint32_t mColor;
- };
-
- void render(const PxRenderBuffer* renderBuffer, bool bScreen = false);
- void render(Renderable* renderable);
- void renderDebugPrimitive(const RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology, bool bScreen = false);
- void initializeDefaultRSState();
- void setAllConstantBuffers(ID3D11DeviceContext* ctx);
- void toggleCameraSpeed(bool overspeed);
-
-
- //////// constant buffers ////////
-
- struct CBCamera
- {
- DirectX::XMMATRIX viewProjection;
- DirectX::XMMATRIX projectionInv;
- DirectX::XMFLOAT3 viewPos;
- float unusedPad;
- };
- struct CBWorld
- {
- DirectX::XMFLOAT3 ambientColor;
- float unusedPad1;
- DirectX::XMFLOAT3 pointLightPos;
- float unusedPad2;
- DirectX::XMFLOAT3 pointLightColor;
- float unusedPad3;
- DirectX::XMFLOAT3 dirLightDir;
- float specularPower;
- DirectX::XMFLOAT3 dirLightColor;
- float specularIntensity; // TODO: actually it's per object property
- float flatNormal;
- float wireFrameOver;
- float useLighting;
- float unusedPad4;
- LightShaderParam lightParam;
- };
- struct CBObject
- {
- DirectX::XMMATRIX worldMatrix;
- DirectX::XMFLOAT4 diffuseColor;
- DirectX::XMFLOAT4 specularColor;
- float useDiffuseTexture;
- float useSpecularTexture;
- float useNormalTexture;
- float specularShininess;
- float selected;
- };
-
-
- //////// internal data ////////
-
- // camera
- CFirstPersonCamera m_camera;
- float m_screenWidth;
- float m_screenHeight;
-
- // resources
- ResourceManager m_resourceManager;
-
- // additional render modules(libs)
- RendererShadow m_shadow;
- bool m_shadowEnabled;
- RendererHBAO m_HBAO;
- bool m_HBAOEnabled;
-
- // DX11 common
- ID3D11Device* m_device;
- ID3D11DeviceContext* m_context;
- D3D11_VIEWPORT m_viewport;
-
- // DX11 states
- ID3D11RasterizerState* m_RSState[2];
- ID3D11DepthStencilState* m_opaqueRenderDSState;
- ID3D11DepthStencilState* m_transparencyRenderDSState;
- ID3D11DepthStencilState* m_opaqueRenderNoDepthDSState;
-
- // DX11 samplers
- ID3D11SamplerState* m_pointSampler;
- ID3D11SamplerState* m_linearSampler;
-
- // Depth Buffer
- ID3D11Texture2D* m_DSTexture;
- ID3D11DepthStencilView* m_DSView;
- ID3D11ShaderResourceView* m_DSTextureSRV;
-
- // Constant Buffers
- ID3D11Buffer* m_cameraCB;
- ID3D11Buffer* m_worldCB;
- CBWorld m_worldCBData;
- ID3D11Buffer* m_objectCB;
-
- // toggles (options)
- bool m_wireframeMode;
-
- // renderables
- std::unordered_set<Renderable*> m_renderables;
-
- // primitive meshes cache
- IRenderMesh* m_primitiveRenderMeshes[PrimitiveRenderMeshType::Count];
-
- // stats
- uint32_t m_visibleOpaqueRenderablesCount;
- uint32_t m_visibleTransparentRenderablesCount;
-
- // Debug Render
- RenderMaterial* m_debugPrimitiveRenderMaterial;
- RenderMaterial::InstancePtr m_debugPrimitiveRenderMaterialInstance;
- ID3D11Buffer* m_debugPrimitiveVB;
- uint32_t m_debugPrimitiveVBVerticesCount;
- std::vector<const PxRenderBuffer*> m_queuedRenderBuffers;
-
- // Screen Render
- RenderMaterial* m_screenPrimitiveRenderMaterial;
- RenderMaterial::InstancePtr m_screenPrimitiveRenderMaterialInstance;
- ID3D11Buffer* m_screenPrimitiveVB;
- uint32_t m_screenPrimitiveVBVerticesCount;
- std::vector<const PxRenderBuffer*> m_screenRenderBuffers;
-
- // Selection Render Resource
- RenderMaterial* m_selectionRenderMaterial;
- RenderMaterial::InstancePtr m_selectionRenderMaterialInstance;
- ID3D11Texture2D* m_selectionRenderTargetTexture;
- ID3D11RenderTargetView* m_selectionRenderTargetView;
- ID3D11ShaderResourceView* m_selectionRenderTargetSRV;
- ID3D11Texture2D* m_selectionDepthStencilTexture;
- ID3D11DepthStencilView* m_selectionDepthStencilView;
- ID3D11ShaderResourceView* m_selectionDepthStencilSRV;
- ID3D11Texture2D* m_selectionTextureForCPU;
- std::vector<float> m_selectionTextureData;
-};
-
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererHBAO.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererHBAO.cpp
deleted file mode 100644
index c674b2b..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererHBAO.cpp
+++ /dev/null
@@ -1,98 +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 "RendererHBAO.h"
-#include "Renderer.h"
-#include "imgui.h"
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Renderer HBAO (wrapper for hbao+)
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-RendererHBAO::RendererHBAO()
-{
- m_SSAOContext = NULL;
-
- // default parameters
- m_SSAOParameters.Radius = 2.0f;
-}
-
-
-RendererHBAO::~RendererHBAO()
-{
- releaseResources();
-}
-
-
-void RendererHBAO::createResources(ID3D11Device *pd3dDevice)
-{
- GFSDK_SSAO_Status status;
- status = GFSDK_SSAO_CreateContext_D3D11(pd3dDevice, &m_SSAOContext, nullptr);
- assert(status == GFSDK_SSAO_OK);
-}
-
-
-void RendererHBAO::releaseResources()
-{
- if (m_SSAOContext != NULL)
- {
- m_SSAOContext->Release();
- }
-}
-
-
-void RendererHBAO::renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix)
-{
- GFSDK_SSAO_InputData_D3D11 InputData;
- InputData.DepthData.pFullResDepthTextureSRV = pDepthSRV;
- InputData.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS;
- InputData.DepthData.MetersToViewSpaceUnits = 1.0f;
- InputData.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4(reinterpret_cast<const GFSDK_SSAO_FLOAT*>(&(projMatrix.r[0])));
- InputData.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER;
-
- GFSDK_SSAO_Output_D3D11 Output;
- Output.pRenderTargetView = pRTV;// m_pSceneRTs->ColorRTV;
- Output.Blend.Mode = GFSDK_SSAO_MULTIPLY_RGB;
-
- m_SSAOContext->RenderAO(pd3dDeviceContext, InputData, m_SSAOParameters, Output);
-}
-
-
-void RendererHBAO::drawUI()
-{
- ImGui::DragFloat("Radius", &(m_SSAOParameters.Radius), 0.05f, 0.0f, 100.0f);
- ImGui::DragFloat("Bias", &(m_SSAOParameters.Bias), 0.01f, 0.0f, 0.5f);
- ImGui::DragFloat("NearAO", &(m_SSAOParameters.NearAO), 0.01f, 1.0f, 4.0f);
- ImGui::DragFloat("FarAO", &(m_SSAOParameters.FarAO), 0.01, 1.0f, 4.0f);
- ImGui::DragFloat("PowerExponent", &(m_SSAOParameters.PowerExponent), 0.01f, 1.0f, 8.0f);
- ImGui::Checkbox("ForegroundAO Enabled", (bool*)&(m_SSAOParameters.ForegroundAO.Enable));
- ImGui::DragFloat("ForegroundAO ViewDepth", &(m_SSAOParameters.ForegroundAO.ForegroundViewDepth), 0.01f, 0.0f, 100.0f);
- ImGui::Checkbox("BackgroundAO Enabled", (bool*)&(m_SSAOParameters.BackgroundAO.Enable));
- ImGui::DragFloat("BackgroundAO ViewDepth", &(m_SSAOParameters.BackgroundAO.BackgroundViewDepth), 0.01f, 0.0f, 100.0f);
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererHBAO.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererHBAO.h
deleted file mode 100644
index 3237ddf..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererHBAO.h
+++ /dev/null
@@ -1,58 +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.
-
-
-#ifndef RENDERER_HBAO_H
-#define RENDERER_HBAO_H
-
-#include <DirectXMath.h>
-#include "GFSDK_SSAO.h"
-
-
-class Renderer;
-
-class RendererHBAO
-{
-public:
- RendererHBAO();
- ~RendererHBAO();
-
- void createResources(ID3D11Device *pd3dDevice);
- void renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix);
-
- void drawUI();
-
-private:
- void releaseResources();
-
- GFSDK_SSAO_Parameters m_SSAOParameters;
-
- GFSDK_SSAO_Context_D3D11* m_SSAOContext;
-};
-
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp
deleted file mode 100644
index c26358b..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp
+++ /dev/null
@@ -1,446 +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 "RendererShadow.h"
-
-#include "XInput.h"
-#include "DXUTMisc.h"
-#include "DXUTCamera.h"
-#include "Renderer.h"
-#include "UIHelpers.h"
-#include "SimpleScene.h"
-#define CASCADES 1
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Renderer Shadows (wrapper for shadow_lib)
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-const float DEFAULT_LIGHT_SIZE = 3.0f;
-const DirectX::XMFLOAT3 DEFAULT_LIGHT_POS(-25, 25, 25);
-const DirectX::XMFLOAT3 DEFAULT_LIGHT_LOOK_AT(0, 0, 0);
-const DirectX::XMFLOAT3 DEFAULT_SHADOW_COLOR(0.25f, 0.25f, 0.25f);
-
-RendererShadow::RendererShadow()
-{
- m_shadowLibContext = NULL;
-
- m_PCSSEnabled = false;
- m_lightSize = DEFAULT_LIGHT_SIZE;
- m_lightPos = DEFAULT_LIGHT_POS;
- m_lightLookAt = DEFAULT_LIGHT_LOOK_AT;
- m_shadowColor = DEFAULT_SHADOW_COLOR;
-
- m_worldSpaceBBox0.x = m_worldSpaceBBox0.y = m_worldSpaceBBox0.z = -100;
- m_worldSpaceBBox1.x = m_worldSpaceBBox1.y = m_worldSpaceBBox1.z = 100;
-
- // Penumbra params
- m_PCSSParams.fMaxThreshold = 80.0f;
- m_PCSSParams.fMaxClamp = 40.0f;
- m_PCSSParams.fMinSizePercent = 3.0f;
- m_PCSSParams.fMinWeightExponent = 5.0f;
- m_PCSSParams.fMinWeightThresholdPercent = 20.0f;
-
- m_softShadowTestScale = 0.002f;
-
- memset(&m_shadowBufferSRV, 0, sizeof(m_shadowBufferSRV));
-
- m_shadowMapHandle = NULL;
- m_shadowBufferHandle = NULL;
-}
-
-
-RendererShadow::~RendererShadow()
-{
- ReleaseResources();
-}
-
-
-void RendererShadow::createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera)
-{
- m_camera = camera;
-
-#if !CASCADES
- uint32_t shadowMapScale = 5;
- uint32_t shadowMapWidth = 1024;
- uint32_t shadowMapHeight = 1024;
-
- // SM Desc
- m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Single;
- m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_Texture;
-#else
-
- uint32_t shadowMapScale = 5;
- uint32_t shadowMapWidth = 1024;
- uint32_t shadowMapHeight = 1024;
-
- // SM Desc
- m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Cascades_2;
- m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_TextureArray;
-#endif
-
- m_SMDesc.uResolutionWidth = shadowMapWidth * shadowMapScale;
- m_SMDesc.uResolutionHeight = shadowMapHeight * shadowMapScale;
- m_SMDesc.uArraySize = m_SMDesc.eViewType;
-
- for (int j = 0; j < GFSDK_ShadowLib_ViewType_Cascades_4; j++)
- {
- m_SMDesc.ViewLocation[j].uMapID = j;
- m_SMDesc.ViewLocation[j].v2Origin.x = 0;
- m_SMDesc.ViewLocation[j].v2Origin.y = 0;
- m_SMDesc.ViewLocation[j].v2Dimension.x = shadowMapWidth * shadowMapScale;
- m_SMDesc.ViewLocation[j].v2Dimension.y = shadowMapHeight * shadowMapScale;
- }
-
-
- // SM Render Params
- m_SMRenderParams.iDepthBias = 1000;
- m_SMRenderParams.fSlopeScaledDepthBias = 8;
-
- // SB Render Params
- m_SBRenderParams.eTechniqueType = GFSDK_ShadowLib_TechniqueType_PCSS;
- m_SBRenderParams.eQualityType = GFSDK_ShadowLib_QualityType_High;
-
- // DLL version
- GFSDK_ShadowLib_Version DLLVersion;
- GFSDK_ShadowLib_Status retCode = GFSDK_ShadowLib_GetDLLVersion(&DLLVersion);
-
- // Header version
- GFSDK_ShadowLib_Version headerVersion;
- headerVersion.uMajor = GFSDK_SHADOWLIB_MAJOR_VERSION;
- headerVersion.uMinor = GFSDK_SHADOWLIB_MINOR_VERSION;
-
- // Do they match?
- if (DLLVersion.uMajor == headerVersion.uMajor && DLLVersion.uMinor == headerVersion.uMinor)
- {
- GFSDK_ShadowLib_DeviceContext deviceAndContext;
- deviceAndContext.pD3DDevice = pd3dDevice;
- deviceAndContext.pDeviceContext = context;
-
- retCode = GFSDK_ShadowLib_Create(&headerVersion, &m_shadowLibContext, &deviceAndContext, NULL);
-
- if (retCode != GFSDK_ShadowLib_Status_Ok) assert(false);
- }
- else
- {
- assert(false);
- }
-}
-
-
-void RendererShadow::ReleaseResources()
-{
- SAFE_RELEASE(m_downsampledShadowMap.pTexture);
- SAFE_RELEASE(m_downsampledShadowMap.pSRV);
- SAFE_RELEASE(m_downsampledShadowMap.pRTV);
-
- if (m_shadowLibContext != NULL)
- {
- m_shadowLibContext->Destroy();
- m_shadowLibContext = NULL;
- }
-}
-
-
-void RendererShadow::setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV)
-{
- changeShadowSettings(Width, Height, uSampleCount, pReadOnlyDSV);
-}
-
-
-void RendererShadow::changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV)
-{
- m_SBDesc.uResolutionWidth = Width;
- m_SBDesc.uResolutionHeight = Height;
- m_SBDesc.uSampleCount = uSampleCount;
- m_SBDesc.ReadOnlyDSV.pDSV = pReadOnlyDSV;
-
- reloadBuffers();
-}
-
-void RendererShadow::reloadBuffers()
-{
- {
- if(m_shadowMapHandle != nullptr)
- {
- m_shadowLibContext->RemoveMap(&m_shadowMapHandle);
- }
-
- if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture &&
- m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single &&
- m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS)
- {
- m_SMDesc.bDownsample = true;
- }
-
- m_shadowLibContext->AddMap(&m_SMDesc, &m_shadowMapHandle);
- }
-
- if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single)
- {
- m_downsampledShadowMap.uWidth = m_SMDesc.uResolutionWidth >> 1;
- m_downsampledShadowMap.uHeight = m_SMDesc.uResolutionHeight >> 1;
- m_downsampledShadowMap.uSampleCount = 1;
- m_downsampledShadowMap.Format = DXGI_FORMAT_R32_FLOAT;
- SAFE_RELEASE(m_downsampledShadowMap.pTexture);
- SAFE_RELEASE(m_downsampledShadowMap.pSRV);
- SAFE_RELEASE(m_downsampledShadowMap.pRTV);
- m_shadowLibContext->DevModeCreateTexture2D(&m_downsampledShadowMap);
- }
-
- if (m_shadowBufferHandle != nullptr)
- {
- m_shadowLibContext->RemoveBuffer(&m_shadowBufferHandle);
- }
- m_shadowLibContext->AddBuffer(&m_SBDesc, &m_shadowBufferHandle);
-}
-
-
-
-//--------------------------------------------------------------------------------------
-// Data passed to the shadow map render function
-//--------------------------------------------------------------------------------------
-struct ShadowMapRenderFunctionParams
-{
- Renderer* renderer;
-};
-static ShadowMapRenderFunctionParams s_RenderParams;
-
-//--------------------------------------------------------------------------------------
-// Shadow map render function
-//--------------------------------------------------------------------------------------
-static void ShadowMapRenderFunction(void* pParams, gfsdk_float4x4* pViewProj)
-{
- ShadowMapRenderFunctionParams* pRP = (ShadowMapRenderFunctionParams*)pParams;
-
- DirectX::XMMATRIX viewProjection;
- memcpy(&viewProjection, &pViewProj->_11, sizeof(gfsdk_float4x4));
-
- pRP->renderer->renderDepthOnly(&viewProjection);
-}
-
-void RendererShadow::renderShadowMaps(Renderer* renderer, atcore_float3& lightPos, atcore_float3& lightLookAt)
-{
- // select technique
- GFSDK_ShadowLib_TechniqueType technique = m_SBRenderParams.eTechniqueType;
- m_SBRenderParams.eTechniqueType = m_PCSSEnabled ? GFSDK_ShadowLib_TechniqueType_PCSS : GFSDK_ShadowLib_TechniqueType_PCF;
- if (technique != m_SBRenderParams.eTechniqueType)
- reloadBuffers();
-
-
- DirectX::XMMATRIX viewMatrix = m_camera->GetViewMatrix();
- DirectX::XMMATRIX projMatrix = m_camera->GetProjMatrix();
-
- memcpy(&m_SMRenderParams.m4x4EyeViewMatrix, &viewMatrix.r[0], sizeof(gfsdk_float4x4));
- memcpy(&m_SMRenderParams.m4x4EyeProjectionMatrix, &projMatrix.r[0], sizeof(gfsdk_float4x4));
-
- // TODO: (better world space bbox needed)
- m_SMRenderParams.v3WorldSpaceBBox[0] = m_worldSpaceBBox0;
- m_SMRenderParams.v3WorldSpaceBBox[1] = m_worldSpaceBBox1;
-
- m_SMRenderParams.LightDesc.eLightType = GFSDK_ShadowLib_LightType_Directional;
- memcpy(&m_SMRenderParams.LightDesc.v3LightPos, &lightPos, sizeof(gfsdk_float3));
- memcpy(&m_SMRenderParams.LightDesc.v3LightLookAt, &lightLookAt, sizeof(gfsdk_float3));
- m_SMRenderParams.LightDesc.fLightSize = m_lightSize;
- m_SMRenderParams.LightDesc.bLightFalloff = false;
-
- // Scene specific setup for the shadow map phase that follows
- s_RenderParams.renderer = renderer;
- m_SMRenderParams.fnpDrawFunction = GFSDK_ShadowLib_FunctionPointer(ShadowMapRenderFunction);
- m_SMRenderParams.pDrawFunctionParams = &s_RenderParams;
-
- // render shadow map
- m_shadowLibContext->RenderMap(m_shadowMapHandle, &m_SMRenderParams);
-}
-
-
-void RendererShadow::renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV)
-{
- if (m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS &&
- m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture &&
- m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single)
- {
- m_tempResources.pDownsampledShadowMap = &m_downsampledShadowMap;
- m_shadowLibContext->SetTempResources(&m_tempResources);
- }
-
- m_SBRenderParams.PCSSPenumbraParams = m_PCSSParams;
- m_SBRenderParams.fSoftShadowTestScale = m_softShadowTestScale;
-
- m_SBRenderParams.DepthBufferDesc.DepthStencilSRV.pSRV = pDepthStencilSRV;
-
- m_shadowLibContext->RenderBuffer(m_shadowMapHandle, m_shadowBufferHandle, &m_SBRenderParams);
-}
-
-
-void RendererShadow::modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV)
-{
- GFSDK_ShadowLib_RenderTargetView ColorRTV;
- ColorRTV.pRTV = pOutputRTV;
-
- gfsdk_float3 v3ShadowColor = { m_shadowColor.x, m_shadowColor.y, m_shadowColor.z };
- m_shadowLibContext->ModulateBuffer(m_shadowBufferHandle, &ColorRTV, v3ShadowColor, GFSDK_ShadowLib_ModulateBufferMask_RGB);
-}
-
-
-void RendererShadow::displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height)
-{
- GFSDK_ShadowLib_RenderTargetView ColorRTV;
- ColorRTV.pRTV = pOutputRTV;
-
- float fMapResW = (float)m_SMDesc.uResolutionWidth;
- float fMapResH = (float)m_SMDesc.uResolutionHeight;
-
- float fWidthScale = Width / ((float)m_SMDesc.uArraySize * fMapResW);
- fWidthScale = (fWidthScale > 1.0f) ? (1.0f) : (fWidthScale);
-
- float fOneFifth = (float)Height / (5.0f);
- float fHeightScale = fOneFifth / fMapResH;
- fHeightScale = (fHeightScale > 1.0f) ? (1.0f) : (fHeightScale);
-
- float fScale = (fHeightScale < fWidthScale) ? (fHeightScale) : (fWidthScale);
-
- fMapResW = floorf(fMapResW * fScale);
- fMapResH = floorf(fMapResH * fScale);
-
- for (unsigned int j = 0; j < (unsigned int)m_SMDesc.uArraySize; j++)
- {
- m_shadowLibContext->DevModeDisplayMap(m_shadowBufferHandle,
- &ColorRTV,
- m_shadowMapHandle,
- j,
- j * (unsigned int)fMapResW + j,
- Height - (unsigned int)fMapResH,
- fScale);
- }
-}
-
-
-void RendererShadow::displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV)
-{
- gfsdk_float3 v3Color;
- v3Color.x = 1.0f;
- v3Color.y = 0.0f;
- v3Color.z = 0.0f;
-
- GFSDK_ShadowLib_RenderTargetView ColorRTV;
- ColorRTV.pRTV = pOutputRTV;
-
- GFSDK_ShadowLib_DepthStencilView DSV;
- DSV.pDSV = pDSV;
-
- unsigned int NumViews;
- NumViews = m_SMDesc.eViewType;
-
- for (unsigned int j = 0; j < NumViews; j++)
- {
- switch (j)
- {
- case 0:
- v3Color.x = 1.0f;
- v3Color.y = 0.0f;
- v3Color.z = 0.0f;
- break;
- case 1:
- v3Color.x = 0.0f;
- v3Color.y = 1.0f;
- v3Color.z = 0.0f;
- break;
- case 2:
- v3Color.x = 0.0f;
- v3Color.y = 0.0f;
- v3Color.z = 1.0f;
- break;
- case 3:
- v3Color.x = 1.0f;
- v3Color.y = 1.0f;
- v3Color.z = 0.0f;
- break;
- }
-
- m_shadowLibContext->DevModeDisplayMapFrustum(m_shadowBufferHandle,
- &ColorRTV,
- &DSV,
- m_shadowMapHandle,
- j,
- v3Color);
- }
-}
-
-
-void RendererShadow::displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV)
-{
- gfsdk_float2 v2Scale;
- v2Scale.x = 1.0f;
- v2Scale.y = 1.0f;
-
- GFSDK_ShadowLib_RenderTargetView ColorRTV;
- ColorRTV.pRTV = pOutputRTV;
-
- m_shadowLibContext->DevModeDisplayBuffer(m_shadowBufferHandle,
- &ColorRTV,
- v2Scale,
- NULL);
-}
-
-
-void RendererShadow::toggleDisplayCascades(bool bToggle)
-{
- m_shadowLibContext->DevModeToggleDebugCascadeShader(m_shadowBufferHandle,
- bToggle);
-}
-
-
-void RendererShadow::drawUI()
-{
- ImGui::Checkbox("PCSS", &m_PCSSEnabled);
- ImGui::ColorEdit3("Shadow Color", &(m_shadowColor.x));
- ImGui::DragFloat("Light Size", &m_lightSize, 0.05f, 0.0f, 100.0f);
- ImGui::DragFloat3("Light Position", &(m_lightPos.x));
- ImGui_DragFloat3Dir("Light LookAt", &(m_lightLookAt.x));
- ImGui::DragFloat("SoftShadowTestScale", &(m_softShadowTestScale), 0.0001f, 0.0f, 10.0f);
- if (m_PCSSEnabled)
- {
- ImGui::DragFloat("PCSS: fMaxClamp", &(m_PCSSParams.fMaxClamp), 0.001f, 0.0f, 100.0f);
- ImGui::DragFloat("PCSS: fMaxThreshold", &(m_PCSSParams.fMaxThreshold), 0.001f, 0.0f, 100.0f);
- ImGui::DragFloat("PCSS: fMinSizePercent", &(m_PCSSParams.fMinSizePercent), 0.001f, 0.0f, 100.0f);
- ImGui::DragFloat("PCSS: fMinWeightExponent", &(m_PCSSParams.fMinWeightExponent), 0.001f, 0.0f, 100.0f);
- ImGui::DragFloat("PCSS: fMinWeightThresholdPercent", &(m_PCSSParams.fMinWeightThresholdPercent), 0.001f, 0.0f, 100.0f);
- ImGui::DragFloat("PCSS: fBlockerSearchDitherPercent", &(m_PCSSParams.fBlockerSearchDitherPercent), 0.001f, 0.0f, 100.0f);
- ImGui::DragFloat("PCSS: fFilterDitherPercent", &(m_PCSSParams.fFilterDitherPercent), 0.001f, 0.0f, 100.0f);
- }
-}
-
-void RendererShadow::clearBuffer()
-{
- m_shadowLibContext->ClearBuffer(m_shadowBufferHandle);
-}
-
-void RendererShadow::finalizeBuffer()
-{
- m_shadowLibContext->FinalizeBuffer(m_shadowBufferHandle, &m_shadowBufferSRV);
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.h
deleted file mode 100644
index e16af1f..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.h
+++ /dev/null
@@ -1,103 +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.
-
-
-#ifndef RENDERER_SHADOW_H
-#define RENDERER_SHADOW_H
-
-#include <DirectXMath.h>
-#include "Utils.h"
-#include "gfsdk_shadowlib.h"
-
-#include <string>
-
-
-class CFirstPersonCamera;
-class Renderer;
-
-class RendererShadow
-{
-public:
- RendererShadow();
- ~RendererShadow();
-
- void createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera);
-
- void setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV);
- void changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV);
- void renderShadowMaps(Renderer* renderer, atcore_float3& lightPos, atcore_float3& lightLookAt);
- void renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV);
- void modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV);
- void displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height);
- void displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV);
- void displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV);
- void toggleDisplayCascades(bool bToggle);
-
-
- void drawUI();
-
- void clearBuffer();
- void finalizeBuffer();
-
-private:
- void reloadBuffers();
- void ReleaseResources();
-
-
- GFSDK_ShadowLib_Context* m_shadowLibContext;
-
- GFSDK_ShadowLib_ShaderResourceView m_shadowBufferSRV;
-
- GFSDK_ShadowLib_Map* m_shadowMapHandle;
- GFSDK_ShadowLib_MapDesc m_SMDesc;
- GFSDK_ShadowLib_BufferDesc m_SBDesc;
- GFSDK_ShadowLib_MapRenderParams m_SMRenderParams;
-
- GFSDK_ShadowLib_Buffer* m_shadowBufferHandle;
- GFSDK_ShadowLib_BufferRenderParams m_SBRenderParams;
-
- GFSDK_ShadowLib_TempResources m_tempResources;
- GFSDK_ShadowLib_Texture2D m_downsampledShadowMap;
-
- CFirstPersonCamera* m_camera;
-
- // params
- bool m_PCSSEnabled;
- float m_lightSize;
- DirectX::XMFLOAT3 m_lightPos;
- DirectX::XMFLOAT3 m_lightLookAt;
- DirectX::XMFLOAT3 m_shadowColor;
- GFSDK_ShadowLib_PCSSPenumbraParams m_PCSSParams;
- float m_softShadowTestScale;
-
- gfsdk_float3 m_worldSpaceBBox0;
- gfsdk_float3 m_worldSpaceBBox1;
-
-};
-
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ResourceManager.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ResourceManager.cpp
deleted file mode 100644
index d1d04e2..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ResourceManager.cpp
+++ /dev/null
@@ -1,291 +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 "ResourceManager.h"
-#include "PxAssert.h"
-#include "PsString.h"
-#include "Utils.h"
-
-#include <windows.h>
-
-
-using namespace physx;
-
-#define PATH_MAX_LEN 512
-
-// Add By Lixu Begin
-ResourceManager* pResourceManager = nullptr;
-ResourceManager* ResourceManager::ins()
-{
- return pResourceManager;
-}
-// Add By Lixu End
-
-ResourceManager::ResourceManager()
-{
- // search for root folder by default
- addSearchDir(".");
-
-// Add By Lixu Begin
- pResourceManager = this;
-// Add By Lixu End
-}
-
-const ShaderFileResource* ResourceManager::requestShaderFile(const char* name)
-{
- const Resource* resource = requestResource(eSHADER_FILE, name);
- return resource != nullptr ? static_cast<const ShaderFileResource*>(resource) : nullptr;
-}
-
-const TextureResource* ResourceManager::requestTexture(const char* name)
-{
- const Resource* resource = requestResource(eTEXTURE, name);
- return resource != nullptr ? static_cast<const TextureResource*>(resource) : nullptr;
-}
-
-void ResourceManager::releaseTexture(const char* name)
-{
- std::pair<ResourceType, std::string> key(eTEXTURE, name);
- auto val = m_loadedResources.find(key);
- if (val != m_loadedResources.end())
- {
- Resource* pResource = val->second;
- delete pResource;
- pResource = nullptr;
- m_loadedResources.erase(key);
- }
-}
-
-const Resource* ResourceManager::requestResource(ResourceType type, const char* name)
-{
- // search in loaded
- std::pair<ResourceType, std::string> key(type, name);
- auto val = m_loadedResources.find(key);
- if (val != m_loadedResources.end())
- {
- return val->second;
- }
-
- Resource* resource = nullptr;
- if (type == eSHADER_FILE)
- {
- char path[PATH_MAX_LEN];
- const char* exts[] = { "hlsl" };
- if (findFile(name, std::vector<const char*>(exts, exts + sizeof(exts) / sizeof(exts[0])), path))
- {
- resource = new ShaderFileResource(path);
- }
- else
- {
- PX_ALWAYS_ASSERT_MESSAGE(name);
- }
- }
- else if (type == eTEXTURE)
- {
- char path[PATH_MAX_LEN];
-// Add By Lixu Begin
- const char* exts[] = { "dds", "tga", "jpg", "png", "bmp" };
-// Add By Lixu End
- if (findFile(name, std::vector<const char*>(exts, exts + sizeof(exts) / sizeof(exts[0])), path))
- {
- TextureResource* textureResource(new TextureResource());
- WCHAR wPath[MAX_PATH];
- MultiByteToWideChar(CP_ACP, 0, path, -1, wPath, MAX_PATH);
- wPath[MAX_PATH - 1] = 0;
-
- const char* ext = strext(path);
- if (::stricmp(ext, "dds") == 0)
- {
- V(DirectX::LoadFromDDSFile(wPath, DirectX::DDS_FLAGS_NONE, &textureResource->metaData,
- textureResource->image));
- }
- else if (::stricmp(ext, "tga") == 0)
- {
- V(DirectX::LoadFromTGAFile(wPath, &textureResource->metaData,
- textureResource->image));
- }
-// Add By Lixu Begin
- else if (::stricmp(ext, "jpg") == 0)
- {
- V(DirectX::LoadFromWICFile(wPath, DirectX::TEX_FILTER_DEFAULT | DirectX::WIC_FLAGS_ALL_FRAMES, &textureResource->metaData,
- textureResource->image));
- }
- else if (::stricmp(ext, "png") == 0)
- {
- V(DirectX::LoadFromWICFile(wPath, DirectX::TEX_FILTER_DEFAULT | DirectX::WIC_FLAGS_ALL_FRAMES, &textureResource->metaData,
- textureResource->image));
- }
- else if (::stricmp(ext, "bmp") == 0)
- {
- V(DirectX::LoadFromWICFile(wPath, DirectX::TEX_FILTER_DEFAULT | DirectX::WIC_FLAGS_ALL_FRAMES, &textureResource->metaData,
- textureResource->image));
- }
-// Add By Lixu End
- else
- {
- PX_ALWAYS_ASSERT_MESSAGE("Unsupported texture extension");
- }
- resource = textureResource;
- }
- }
-
- if (resource)
- {
- m_loadedResources.emplace(key, resource);
- return resource;
- }
- else
- {
- PX_ALWAYS_ASSERT_MESSAGE(name);
- return nullptr;
- }
-}
-
-bool dirExists(const char* dir)
-{
- DWORD ftyp = GetFileAttributesA(dir);
- if (ftyp == INVALID_FILE_ATTRIBUTES)
- return false; // something is wrong with path!
-
- if (ftyp & FILE_ATTRIBUTE_DIRECTORY)
- return true; // this is a directory!
-
- return false; // this is not a directory!
-}
-
-bool ResourceManager::addSearchDir(const char* dir, bool recursive)
-{
- if (dirExists(dir))
- {
- m_searchDirs.push_back(SearchDir(dir, recursive));
- return true;
- }
- return false;
-}
-
-
-ResourceManager::~ResourceManager()
-{
-}
-
-
-bool ResourceManager::findFileInDir(std::string fileNameFull, const char* path, bool recursive, char* foundPath)
-{
- WIN32_FIND_DATAA ffd;
- char tmp[PATH_MAX_LEN];
- shdfnd::snprintf(tmp, sizeof(tmp), "%s\\*", path);
- HANDLE hFind = FindFirstFileA(tmp, &ffd);
-
- if(INVALID_HANDLE_VALUE == hFind)
- {
- return NULL;
- }
-
- do
- {
- if (0 == shdfnd::strcmp(".", ffd.cFileName) || 0 == shdfnd::strcmp("..", ffd.cFileName))
- continue;
-
- if(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)
- {
- shdfnd::snprintf(tmp, sizeof(tmp), "%s\\%s", path, ffd.cFileName);
- if(findFileInDir(fileNameFull, tmp, recursive, foundPath))
- return true;
- }
- else if (shdfnd::stricmp(ffd.cFileName, fileNameFull.c_str()) == 0)
- {
- shdfnd::snprintf(foundPath, PATH_MAX_LEN, "%s\\%s", path, ffd.cFileName);
- return true;
- }
- } while(FindNextFileA(hFind, &ffd) != 0);
- // release handle
- FindClose(hFind);
- return false;
-}
-
-bool ResourceManager::findFile(std::string fileName, const std::vector<const char*>& exts, char* foundPath)
-{
- std::string fileNameOnly = fileName;
-
- std::string::size_type pos = 0;
- pos = fileNameOnly.find("\\", pos);
- while ((pos != std::string::npos))
- {
- fileNameOnly.replace(pos, 1, "/");
- pos = fileNameOnly.find("\\", (pos + 1));
- }
-
- size_t ind = fileNameOnly.find_last_of('/');
- if (ind > 0 && (ind != std::string::npos))
- fileNameOnly = fileNameOnly.substr(ind + 1);
-
-// Add By Lixu Begin
- std::string fileDir = ".";
- size_t fl = fileName.length();
- if (ind >= 0 && ind < fl)
- fileDir = fileName.substr(0, ind);
- if (findFileInDir(fileNameOnly.c_str(), fileDir.c_str(), true, foundPath))
- return true;
-// Add By Lixu End
-
- for(size_t i = 0; i < m_searchDirs.size(); i++)
- {
- const SearchDir& searchDir = m_searchDirs[i];
-
- for(size_t j = 0; j < exts.size(); j++)
- {
- const char* ext = exts[j];
- const uint32_t fileMaxLen = 128;
- char fileNameFull[fileMaxLen] = { 0 };
-
- physx::shdfnd::snprintf(fileNameFull, fileMaxLen, "%s.%s", fileNameOnly.c_str(), ext);
- if(findFileInDir(fileNameFull, searchDir.path.c_str(), searchDir.recursive, foundPath))
- return true;
- }
-
- if (findFileInDir(fileNameOnly.c_str(), searchDir.path.c_str(), searchDir.recursive, foundPath))
- return true;
- }
- return false;
-}
-
-bool ResourceManager::findFile(std::string fileName, std::string& foundPath)
-{
- std::vector<const char*> exts;
- char path[PATH_MAX_LEN];
- if (findFile(fileName, exts, path))
- {
- foundPath = path;
- return true;
- }
- else
- {
- return false;
- }
-}
-
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ResourceManager.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ResourceManager.h
deleted file mode 100644
index 697b16b..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ResourceManager.h
+++ /dev/null
@@ -1,117 +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.
-
-
-#ifndef RESOURCE_MANAGER_H
-#define RESOURCE_MANAGER_H
-
-#include <vector>
-#include <string>
-#include <map>
-#include <memory>
-#include "DirectXTex.h"
-
-
-struct Resource
-{
-private:
- Resource& operator = (const Resource&);
-};
-
-
-struct ShaderFileResource : public Resource
-{
- ShaderFileResource(const std::string& p) : path(p) {}
- std::string path;
-};
-
-
-struct TextureResource : public Resource
-{
- DirectX::TexMetadata metaData;
- DirectX::ScratchImage image;
-};
-
-
-/**
-ResourceManager used to look for files in provided dirs (see addSearchDir). Also it loads resources and caches them.
-*/
-class ResourceManager
-{
-public:
- //////// ctor ////////
-
- ResourceManager();
- ~ResourceManager();
-
-// Add By Lixu Begin
- static ResourceManager* ins();
-// Add By Lixu End
-
- //////// public API ////////
-
- bool addSearchDir(const char* dir, bool recursive = true);
-
- const ShaderFileResource* requestShaderFile(const char* name);
-
- const TextureResource* requestTexture(const char* name);
-
- void releaseTexture(const char* name);
-
- bool findFile(std::string fileName, std::string& foundPath);
-
- bool findFile(std::string fileName, const std::vector<const char*>& exts, char* foundPath);
-
-
-private:
- //////// internal methods ////////
-
- enum ResourceType
- {
- eSHADER_FILE,
- eTEXTURE
- };
-
- const Resource* requestResource(ResourceType type, const char* name);
-
- bool findFileInDir(std::string fileNameFull, const char* path, bool recursive, char* foundPath);
-
- struct SearchDir
- {
- SearchDir(std::string path_, bool recursive_) : path(path_), recursive(recursive_) {}
-
- std::string path;
- bool recursive;
- };
-
-
- //////// internal data ////////
-
- std::vector<SearchDir> m_searchDirs;
- std::map<std::pair<ResourceType, std::string>, Resource*> m_loadedResources;
-};
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ShaderUtils.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ShaderUtils.h
deleted file mode 100644
index da9caa0..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/ShaderUtils.h
+++ /dev/null
@@ -1,117 +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.
-
-
-#ifndef SHADER_UTILS_H
-#define SHADER_UTILS_H
-
-#include "Utils.h"
-#include <d3dcompiler.h>
-
-
-static HRESULT CompileShaderFromFile(const char* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel,
- ID3DBlob** ppBlobOut)
-{
- HRESULT hr = S_OK;
- ID3DBlob* pErrorBlob = NULL;
-
- WCHAR wFileName[MAX_PATH];
- MultiByteToWideChar(CP_ACP, 0, szFileName, -1, wFileName, MAX_PATH);
- wFileName[MAX_PATH - 1] = 0;
- hr = D3DCompileFromFile(wFileName, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, szEntryPoint, szShaderModel, D3D10_SHADER_ENABLE_STRICTNESS, 0,
- ppBlobOut, &pErrorBlob);
- if(FAILED(hr))
- {
- OutputDebugStringA((char*)pErrorBlob->GetBufferPointer());
- SAFE_RELEASE(pErrorBlob);
- return hr;
- }
- SAFE_RELEASE(pErrorBlob);
-
- return S_OK;
-}
-
-static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11VertexShader** ppShd, bool)
-{
- return pDev->CreateVertexShader(pData, len, nullptr, ppShd);
-}
-
-static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11GeometryShader** ppShd,
- bool forceFast)
-{
- PX_UNUSED(forceFast);
- return pDev->CreateGeometryShader(pData, len, nullptr, ppShd);
-}
-
-static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11PixelShader** ppShd, bool)
-{
- return pDev->CreatePixelShader(pData, len, nullptr, ppShd);
-}
-
-static const char* shaderModel(ID3D11VertexShader**)
-{
- return "vs_5_0";
-}
-
-static const char* shaderModel(ID3D11GeometryShader**)
-{
- return "gs_5_0";
-}
-
-static const char* shaderModel(ID3D11PixelShader**)
-{
- return "ps_5_0";
-}
-
-// Give back the shader buffer blob for use in CreateVertexLayout. Caller must release the blob.
-template <class S>
-static HRESULT createShaderFromFile(ID3D11Device* pDev, const char* szFileName, LPCSTR szEntryPoint, S** ppShd,
- ID3DBlob*& pShaderBuffer, bool forceFast = false)
-{
- HRESULT hr = CompileShaderFromFile(szFileName, szEntryPoint, shaderModel(ppShd), &pShaderBuffer);
- if(SUCCEEDED(hr) && pShaderBuffer)
- {
- const void* shaderBufferData = pShaderBuffer->GetBufferPointer();
- const UINT shaderBufferSize = pShaderBuffer->GetBufferSize();
- createShader(pDev, shaderBufferData, shaderBufferSize, ppShd, forceFast);
- }
- return hr;
-}
-
-// Overloaded, same as above but don't give back the shader buffer blob.
-template <class S>
-static HRESULT createShaderFromFile(ID3D11Device* pDev, const char* szFileName, LPCSTR szEntryPoint, S** ppShd,
- bool forceFast = false)
-{
- ID3DBlob* pShaderBuffer = NULL;
- HRESULT hr = createShaderFromFile(pDev, szFileName, szEntryPoint, ppShd, pShaderBuffer, forceFast);
- SAFE_RELEASE(pShaderBuffer);
- return hr;
-}
-
-
-#endif //SHADER_UTILS_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/SkinnedRenderMesh.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/SkinnedRenderMesh.cpp
deleted file mode 100644
index ff121d6..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/SkinnedRenderMesh.cpp
+++ /dev/null
@@ -1,234 +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 "SkinnedRenderMesh.h"
-#include "Renderer.h"
-
-SkinnedRenderMesh::SkinnedRenderMesh(const std::vector<const SimpleMesh*>& meshes)
-{
- PX_ASSERT_WITH_MESSAGE(meshes.size() <= MeshesCountMax, "meshes.size() have to be <= SkinnedRenderMesh::MeshesCountMax");
-
- m_device = GetDeviceManager()->GetDevice();
-
- // input element desc setup
- m_inputDesc.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- m_inputDesc.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- m_inputDesc.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32_UINT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
-
- // reserve VB
- uint32_t verticesTotal = 0;
- std::for_each(meshes.begin(), meshes.end(), [&](const SimpleMesh* c) { verticesTotal += (uint32_t)c->vertices.size(); });
- std::vector<SimpleMesh::Vertex> vertexBuffer;
- vertexBuffer.reserve(verticesTotal);
-
- // reserve IB
- uint32_t indicesTotal = 0;
- std::for_each(meshes.begin(), meshes.end(), [&](const SimpleMesh* c) { indicesTotal += (uint32_t)c->indices.size(); });
- m_indices.reserve(indicesTotal);
-
- // fill VB, IB, MeshInfo
- m_meshesInfo.resize(meshes.size());
- for (uint32_t meshIndex = 0; meshIndex < meshes.size(); ++meshIndex)
- {
- const SimpleMesh* mesh = meshes[meshIndex];
- MeshInfo& meshInfo = m_meshesInfo[meshIndex];
-
- meshInfo.firstVertex = (uint32_t)vertexBuffer.size();
- vertexBuffer.insert(vertexBuffer.end(), mesh->vertices.begin(), mesh->vertices.end());
- meshInfo.verticesCount = (uint32_t)mesh->vertices.size();
-
- meshInfo.firstIndex = (uint32_t)m_indices.size();
- uint32_t indexOffset = meshInfo.firstVertex;
- for (uint32_t index : mesh->indices)
- {
- m_indices.push_back((uint32_t)index + indexOffset);
- }
- meshInfo.indicesCount = (uint32_t)mesh->indices.size();
- }
-
- // vertex buffer
- {
- D3D11_SUBRESOURCE_DATA vertexBufferData;
-
- ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
- vertexBufferData.pSysMem = vertexBuffer.data();
-
- D3D11_BUFFER_DESC bufferDesc;
-
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.ByteWidth = (uint32_t)(sizeof(SimpleMesh::Vertex) * vertexBuffer.size());
- bufferDesc.CPUAccessFlags = 0;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
-
- V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer));
- }
-
- // bone index buffer
- {
- D3D11_BUFFER_DESC bufferDesc;
-
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.ByteWidth = (uint32_t)(sizeof(uint32_t) * vertexBuffer.size());
- bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
-
- V(m_device->CreateBuffer(&bufferDesc, nullptr, &m_boneIndexBuffer));
- }
-
- // index buffer
- {
- D3D11_BUFFER_DESC bufferDesc;
-
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- bufferDesc.ByteWidth = (uint32_t)(sizeof(uint32_t) * m_indices.size());
- bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- bufferDesc.MiscFlags = 0;
- bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
-
- V(m_device->CreateBuffer(&bufferDesc, nullptr, &m_indexBuffer));
- }
-
- // bone texture
- {
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = 4;
- desc.Height = (uint32_t)meshes.size();
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
-
- V(m_device->CreateTexture2D(&desc, nullptr, &m_boneTexture));
- }
-
- // bone texture SRV
- {
- D3D11_SHADER_RESOURCE_VIEW_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
- desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- desc.Texture2D.MipLevels = 1;
- desc.Texture2D.MostDetailedMip = 0;
- V(m_device->CreateShaderResourceView(m_boneTexture, &desc, &m_boneTextureSRV));
- }
-}
-
-SkinnedRenderMesh::~SkinnedRenderMesh()
-{
- SAFE_RELEASE(m_vertexBuffer);
- SAFE_RELEASE(m_boneIndexBuffer);
- SAFE_RELEASE(m_indexBuffer);
- SAFE_RELEASE(m_boneTexture);
- SAFE_RELEASE(m_boneTextureSRV);
-}
-
-void SkinnedRenderMesh::updateVisibleMeshes(const std::vector<uint32_t>& visibleMeshes)
-{
- ID3D11DeviceContext* context;
- m_device->GetImmediateContext(&context);
-
- // update bone index buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedRead;
- V(context->Map(m_boneIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
-
- uint32_t* boneIndexBuffer = (uint32_t*)mappedRead.pData;
- for (uint32_t i = 0; i < visibleMeshes.size(); ++i)
- {
- const MeshInfo& info = m_meshesInfo[visibleMeshes[i]];
- for (uint32_t v = info.firstVertex; v < info.firstVertex + info.verticesCount; ++v)
- {
- boneIndexBuffer[v] = i;
- }
- }
-
- context->Unmap(m_boneIndexBuffer, 0);
- }
-
- // update index buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedRead;
- V(context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
-
- uint32_t* indexBuffer = (uint32_t*)mappedRead.pData;
- uint32_t indexCount = 0;
- for (uint32_t meshIndex : visibleMeshes)
- {
- const MeshInfo& info = m_meshesInfo[meshIndex];
- memcpy(indexBuffer + indexCount, &m_indices[info.firstIndex], info.indicesCount * sizeof(uint32_t));
- indexCount += info.indicesCount;
- }
- context->Unmap(m_indexBuffer, 0);
- m_indexCount = indexCount;
- PX_ASSERT(m_indexCount % 3 == 0);
- }
-}
-
-void SkinnedRenderMesh::updateVisibleMeshTransforms(std::vector<PxMat44>& transforms)
-{
- ID3D11DeviceContext* context;
- m_device->GetImmediateContext(&context);
-
- // update bone transform texture
- {
- D3D11_MAPPED_SUBRESOURCE mappedRead;
- V(context->Map(m_boneTexture, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
- for (uint32_t i = 0; i < transforms.size(); ++i)
- {
- std::memcpy((uint8_t*)mappedRead.pData + i * mappedRead.RowPitch, &transforms[i], sizeof(PxMat44));
- }
- context->Unmap(m_boneTexture, 0);
- }
-}
-
-void SkinnedRenderMesh::render(ID3D11DeviceContext& context) const
-{
- context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
-
- UINT strides[2] = { sizeof(SimpleMesh::Vertex), sizeof(uint32_t) };
- UINT offsets[2] = { 0 };
- ID3D11Buffer* buffers[2] = { m_vertexBuffer, m_boneIndexBuffer };
- context.IASetVertexBuffers(0, 2, buffers, strides, offsets);
-
- context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
-
- context.VSSetShaderResources(1, 1, &m_boneTextureSRV);
-
- context.DrawIndexed(m_indexCount, 0, 0);
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/SkinnedRenderMesh.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/SkinnedRenderMesh.h
deleted file mode 100644
index f3643d8..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/SkinnedRenderMesh.h
+++ /dev/null
@@ -1,100 +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.
-
-
-#ifndef SKINNED_RENDER_MESH_H
-#define SKINNED_RENDER_MESH_H
-
-#include "Utils.h"
-#include <DirectXMath.h>
-
-#include <vector>
-#include "Renderable.h"
-#include "Mesh.h"
-
-/**
-SkinnedRenderMesh:
- bonde indices are passed as vertex input,
- bone transforms are stored in texture
- max bone meshes count: SkinnedRenderMesh::MeshesCountMax
-*/
-class SkinnedRenderMesh : public IRenderMesh
-{
-public:
- //////// ctor ////////
-
- SkinnedRenderMesh(const std::vector<const SimpleMesh*>& meshes);
- ~SkinnedRenderMesh();
-
-
- //////// const ////////
-
- static const uint32_t MeshesCountMax = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
-
-
- //////// public API ////////
-
- void updateVisibleMeshes(const std::vector<uint32_t>& visibleMeshes);
- void updateVisibleMeshTransforms(std::vector<PxMat44>& transforms);
-
-
- //////// IRenderMesh implementation ////////
-
- virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; }
- virtual void render(ID3D11DeviceContext& context) const;
-
-private:
- //////// internal data ////////
-
- struct MeshInfo
- {
- uint32_t firstIndex;
- uint32_t indicesCount;
-
- uint32_t firstVertex;
- uint32_t verticesCount;
- };
-
- std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc;
-
- ID3D11Device* m_device;
-
- ID3D11Buffer* m_vertexBuffer;
- ID3D11Buffer* m_boneIndexBuffer;
- ID3D11Buffer* m_indexBuffer;
- ID3D11Texture2D* m_boneTexture;
- ID3D11ShaderResourceView* m_boneTextureSRV;
-
- uint32_t m_indexCount;
-
- std::vector<MeshInfo> m_meshesInfo;
- std::vector<uint32_t> m_indices;
-};
-
-
-
-#endif //SKINNED_RENDER_MESH_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SampleAssetListParser.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SampleAssetListParser.cpp
deleted file mode 100644
index b58f9f1..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SampleAssetListParser.cpp
+++ /dev/null
@@ -1,292 +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 "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/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SampleAssetListParser.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SampleAssetListParser.h
deleted file mode 100644
index 5d22833..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SampleAssetListParser.h
+++ /dev/null
@@ -1,38 +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.
-
-
-#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/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.cpp
deleted file mode 100644
index 05681d0..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.cpp
+++ /dev/null
@@ -1,1736 +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 "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>
-#include <map>
-
-#include "BlastSceneTree.h"
-#include "SimpleScene.h"
-#include "SampleManager.h"
-// Add By Lixu Begin
-#include "ProjectParams.h"
-// Add By Lixu End
-
-//////// 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(PxTransform transform) = 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);
- std::string id = asset->getID();
- m_assetsByID[id] = asset;
- }
-
-// Add By Lixu Begin
- void removeAsset(SceneAsset* asset)
- {
- std::string id = asset->getID();
- m_assetsByID.erase(m_assetsByID.find(id));
-
- std::vector<SceneAsset*>::iterator it;
- for (it = m_assets.begin(); it != m_assets.end(); it++)
- {
- if (*it == asset)
- {
- m_assets.erase(it);
- break;
- }
- }
- }
-
- std::vector<SceneAsset*>& getAssets()
- {
- return m_assets;
- }
-
- std::vector<SceneActor*>& getActors()
- {
- return m_sceneActors;
- }
-// Add By Lixu End
-
- 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;
- }
-
- PxTransform transform(PxIdentity);
-// Add By Lixu Begin
- /*
- for (SceneActor* a : m_sceneActors)
- {
- shift += a->getSpawnShift();
- }
- */
-// Add By Lixu End
-
- SceneAsset* asset = m_assets[m_lastSpawnedAsset];
- asset->spawn(transform);
- }
-
- void addSceneActor(SceneActor* actor)
- {
- m_sceneActors.push_back(actor);
- if (!getSelectedActor())
- {
- setSelectedActor((uint32_t)m_sceneActors.size() - 1);
- }
- }
-
-// Add By Lixu Begin
- void removeSceneActor(SceneActor* actor)
- {
- std::vector<SceneActor*>::iterator itActors;
- for (itActors = m_sceneActors.begin(); itActors != m_sceneActors.end(); itActors++)
- {
- if (*itActors == actor)
- {
- m_sceneActors.erase(itActors);
- break;
- }
- }
- }
-// Add By Lixu End
-
- 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();
- }
-
- m_assets.clear();
- 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(BlastAsset* pBlastAsset) : m_asset(pBlastAsset) {}
- virtual ~SingleSceneAsset() { unload(); }
-
- virtual void spawn(PxTransform transform) 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(BlastAsset* pBlastAsset) : SingleSceneAsset(pBlastAsset) {}
-
- 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:
- SimpleModelSceneAsset(BlastAsset* pBlastAsset) : ModelSceneAsset(pBlastAsset) {}
-
- 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:
- SkinnedModelSceneAsset(BlastAsset* pBlastAsset) : ModelSceneAsset(pBlastAsset) {}
-
- 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) : SingleSceneAsset(nullptr)
- {
- 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(PxTransform transform) 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, PxTransform transform)
- : m_scene(scene)
- , m_asset(asset)
- , m_transform(transform)
- {
- m_index = m_asset->spawnCount++;
- spawn();
- }
-
- SingleSceneActor::~SingleSceneActor()
- {
- remove();
- }
-
-// Add By Lixu Begin
- SingleSceneAsset* getSceneAsset()
- {
- return m_asset;
- }
-// Add By Lixu End
-
- 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
- {
- BlastFamilyPtr oldFamily = m_actor;
- auto settings = m_actor->getSettings();
-
- RenderMaterial* pRenderMaterial[2];
- m_actor->getMaterial(&pRenderMaterial[0], true);
- m_actor->getMaterial(&pRenderMaterial[1], false);
-
- m_transform = settings.transform;
- remove();
- spawn();
-
- m_actor->setMaterial(pRenderMaterial[0], true);
- m_actor->setMaterial(pRenderMaterial[1], false);
-
- m_actor->setSettings(settings);
- SampleManager::ins()->updateFamily(oldFamily, m_actor);
- }
-
- BlastFamily* getFamily() { return m_actor; }
-
-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_transform;
-
- 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);
- // Add By Lixu Begin
- BlastFamily::Settings settings = m_actor->getSettings();
- std::map<BlastAsset*, AssetList::ModelAsset>& assetDescMap = SampleManager::ins()->getAssetDescMap();
- AssetList::ModelAsset& assetDesc = assetDescMap[m_asset->getAsset()];
- BPPAsset* bppAsset = BlastProject::ins().getAsset(assetDesc.name.c_str());
- if (nullptr != bppAsset)
- {
- BPPStressSolver& stressSolver = bppAsset->stressSolver;
- ExtStressSolverSettings & stressSolverSettings = settings.stressSolverSettings;
- stressSolverSettings.hardness = stressSolver.hardness;
- stressSolverSettings.stressLinearFactor = stressSolver.linearFactor;
- stressSolverSettings.stressAngularFactor = stressSolver.angularFactor;
- stressSolverSettings.bondIterationsPerFrame = stressSolver.bondIterationsPerFrame;
- stressSolverSettings.graphReductionLevel = stressSolver.graphReductionLevel;
- m_actor->setSettings(settings);
- }
- // Add By Lixu End
- }
-
- Scene& m_scene;
- BlastFamilyPtr m_actor;
- SingleSceneAsset* m_asset;
- PxTransform m_transform;
- uint32_t m_index;
- std::string m_name;
-};
-
-class CompositeSceneActor : public SceneActor
-{
-public:
- CompositeSceneActor(Scene& scene, CompositeSceneAsset* asset, PxTransform transform)
- : m_scene(scene)
- , m_asset(asset)
- , m_transform(transform)
- {
- 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_transform;
- 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;
- PxTransform m_transform;
- 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
- {
- // Add By Lixu Begin
- return m_name.c_str();
- // Add By Lixu End
- }
-
- virtual ImVec4 getUIColor() const override
- {
- return ImColor(255, 100, 100, 255);
- }
-
- // Add By Lixu Begin
- PhysXController::Actor* getActor() { return m_actor; }
- // Add By Lixu End
-
-private:
- PhysXController& m_physXController;
- PhysXController::Actor* m_actor;
- // Add By Lixu Begin
- std::string m_name;
- // Add By Lixu End
-
-};
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Assets Implementation
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void SingleSceneAsset::spawn(PxTransform transform)
-{
- load();
- SingleSceneActor* actor = new SingleSceneActor(*m_scene, this, transform);
- m_scene->addSceneActor(actor);
-}
-
-void CompositeSceneAsset::spawn(PxTransform transform)
-{
- load();
- if (isLoaded())
- {
- CompositeSceneActor* actor = new CompositeSceneActor(*m_scene, this, transform);
- 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;
- BlastToSceneMap.clear();
-}
-
-SceneController::~SceneController()
-{
-}
-
-void SceneController::onSampleStart()
-{
- // setup camera
- CFirstPersonCamera* camera = &getRenderer().getCamera();
- Camera* pCamera = SimpleScene::Inst()->m_pCamera;
- DirectX::XMVECTORF32 eyePt = { pCamera->_eye.x, pCamera->_eye.y, pCamera->_eye.z, 0 };
- DirectX::XMVECTORF32 lookAtPt = { pCamera->_at.x, pCamera->_at.y, pCamera->_at.z, 0 };
- camera->SetViewParams(eyePt, lookAtPt);
- camera->SetRotateButtons(false, false, false, false);
- camera->SetEnablePositionMovement(true);
-
- // setup scene
- m_scene = new Scene(getRenderer(), getPhysXController(), getBlastController(), getCommonUIController());
-
- // commented by Jun Ma to prevent a crash. We do not need those demo resources. We only need shaders.
- //// 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);
- //}
-}
-
-void SceneController::addAssets(const AssetList& assetList, bool loadModels)
-{
- if (loadModels)
- {
- for (const auto& model : assetList.models)
- {
- ModelSceneAsset* asset;
- if (!model.isSkinned)
- {
- asset = new SimpleModelSceneAsset(nullptr);
- }
- else
- {
- asset = new SkinnedModelSceneAsset(nullptr);
- }
- 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::addBlastAsset(BlastAssetModelSimple* pBlastAsset, AssetList::ModelAsset modelAsset)
-{
- // 1
- ModelSceneAsset* asset = new SimpleModelSceneAsset(pBlastAsset);
- asset->desc = modelAsset;
- BlastToSceneMap[pBlastAsset] = asset;
-
- // 2
- m_scene->addAsset(asset);
-
- // 3
- asset->load();
-}
-
-void deleteSceneActors(Scene* scene, SceneAsset* asset)
-{
- std::vector<SceneActor*> deleteActors;
-
- std::vector<SceneActor*>& Actors = scene->getActors();
- std::vector<SceneActor*>::iterator itActors;
- for (itActors = Actors.begin(); itActors != Actors.end(); )
- {
- SingleSceneActor* pSceneActor = (SingleSceneActor*)*itActors;
- SingleSceneAsset* pSingleSceneAsset = pSceneActor->getSceneAsset();
- if (pSingleSceneAsset == asset)
- {
- deleteActors.push_back(pSceneActor);
- itActors = Actors.erase(itActors);
- }
- else
- {
- itActors++;
- }
- }
-
- for (itActors = deleteActors.begin(); itActors != deleteActors.end(); itActors++)
- {
- delete *itActors;
- *itActors = nullptr;
- }
- deleteActors.clear();
-}
-
-void SceneController::removeBlastAsset(BlastAssetModelSimple* pBlastAsset)
-{
- std::vector<SceneAsset*>& Assets = m_scene->getAssets();
- std::vector<SceneAsset*>::iterator itAssets;
- for (itAssets = Assets.begin(); itAssets != Assets.end(); itAssets++)
- {
- ModelSceneAsset* pSceneAsset = (ModelSceneAsset*)*itAssets;
- BlastAsset* pAsset = pSceneAsset->getAsset();
- if (pAsset == pBlastAsset)
- {
- deleteSceneActors(m_scene, pSceneAsset);
-
- // 3
- pSceneAsset->unload();
-
- // 2
- m_scene->removeAsset(pSceneAsset);
-
- // 1
- delete pSceneAsset;
- std::map<BlastAsset*, ModelSceneAsset*>::iterator itBSM;
- itBSM = BlastToSceneMap.find(pBlastAsset);
- BlastToSceneMap.erase(itBSM);
- break;
- }
- }
-}
-
-BlastFamily* SceneController::addBlastFamily(BlastAsset* pBlastAsset, physx::PxTransform transform)
-{
- if (pBlastAsset == nullptr)
- {
- return nullptr;
- }
-
- std::map<BlastAsset*, ModelSceneAsset*>::iterator itBSM;
- itBSM = BlastToSceneMap.find(pBlastAsset);
- if (itBSM == BlastToSceneMap.end())
- {
- return nullptr;
- }
-
- ModelSceneAsset* asset = itBSM->second;
- if (asset == nullptr)
- {
- return nullptr;
- }
-
- SingleSceneActor* actor = new SingleSceneActor(*m_scene, asset, transform);
- m_scene->addSceneActor(actor);
-
- BlastFamily* pBlastFamily = actor->getFamily();
- if (pBlastFamily != nullptr)
- {
- pBlastFamily->updatePreSplit(0);
- pBlastFamily->clearVisibleChangedChunks();
- }
- return pBlastFamily;
-}
-
-void SceneController::removeBlastFamily(BlastAsset* pBlastAsset, int nFamilyIndex)
-{
- if (pBlastAsset == nullptr)
- {
- return;
- }
-
- std::map<BlastAsset*, ModelSceneAsset*>::iterator itBSM;
- itBSM = BlastToSceneMap.find(pBlastAsset);
- if (itBSM == BlastToSceneMap.end())
- {
- return;
- }
-
- ModelSceneAsset* asset = itBSM->second;
- if (asset == nullptr)
- {
- return;
- }
-
- SceneActor* pSceneActor = m_scene->getActorByIndex(nFamilyIndex);
- if (pSceneActor == nullptr)
- {
- return;
- }
-
- m_scene->removeSceneActor(pSceneActor);
-
- delete pSceneActor;
- pSceneActor = nullptr;
-}
-
-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_VELOCITY = 400;
- const float CUBE_DENSITY = 20000.0f;
-
- CFirstPersonCamera* camera = &getRenderer().getCamera();
- PxVec3 eyePos = XMVECTORToPxVec4(SimpleScene::Inst()->GetEyePt()).getXYZ();
- PxVec3 lookAtPos = XMVECTORToPxVec4(SimpleScene::Inst()->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 * CUBE_VELOCITY);
-
-// Add By Lixu Begin
- std::string validname = "";
- if (m_ReusedNames.size() > 0)
- {
- validname = m_ReusedNames.back();
- m_ReusedNames.pop_back();
- }
- else
- {
- int projectilesSize = m_Projectiles.size();
- char cubename[10];
- sprintf(cubename, "Cube_%d", projectilesSize);
- validname = cubename;
- }
- cube->setColor(DirectX::XMFLOAT4(1, 1, 1, 1));
- PhysXSceneActor* p = new PhysXSceneActor(getPhysXController(), cube, validname.c_str());
- m_UsedNames.push_back(validname);
- m_Projectiles.push_back(p);
- m_scene->addSceneActor(p);
-
-// BlastSceneTree::ins()->addProjectile(p);
- SampleManager::ins()->m_bNeedRefreshTree = true;
-// Add By Lixu End
-}
-
-void SceneController::spawnAsset(int32_t num)
-{
- m_scene->spawnAsset(num);
-}
-
-int SceneController::releaseAll()
-{
- return m_scene->releaseAll();
-}
-
-// Add By Lixu Begin
-void SceneController::addProjectile()
-{
- throwCube();
-}
-
-void SceneController::clearProjectile()
-{
- std::vector<PhysXSceneActor*>::iterator it;
- for (it = m_Projectiles.begin(); it != m_Projectiles.end(); it++)
- {
- std::vector<SceneActor*>& actors = m_scene->getActors();
- std::map<SceneActor*, int> ActorIndexMap;
- int actorSize = actors.size();
- for (int i = 0; i < actorSize; i++)
- {
- ActorIndexMap[actors[i]] = i;
- }
-
- m_scene->removeSceneActor(Scene::ActorIndex(ActorIndexMap[*it], -1));
- }
- m_Projectiles.clear();
- m_UsedNames.clear();
- m_ReusedNames.clear();
-
-// BlastSceneTree::ins()->clearProjectile();
- SampleManager::ins()->m_bNeedRefreshTree = true;
-}
-
-std::string SceneController::getProjectileName(PhysXSceneActor* projectile)
-{
- return projectile->getName();
-}
-
-bool SceneController::getProjectileVisible(PhysXSceneActor* projectile)
-{
- return !(projectile->getActor()->isHidden());
-}
-
-void SceneController::setProjectileVisible(PhysXSceneActor* projectile, bool val)
-{
- projectile->getActor()->setHidden(!val);
-}
-
-void SceneController::ResetScene()
-{
- clearProjectile();
-// BlastSceneTree::ins()->clearProjectile();
- m_scene->reloadAllActors();
- SampleManager::ins()->m_bNeedRefreshTree = true;
-}
-
-void SceneController::ClearScene()
-{
- clearProjectile();
-// BlastSceneTree::ins()->clearProjectile();
- m_scene->releaseAll();
- PhysXController& pc = getPhysXController();
- pc.ClearOldCOllisions();
- SampleManager::ins()->m_bNeedRefreshTree = true;
-}
-// Add By Lixu End \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h
deleted file mode 100644
index 669ca40..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h
+++ /dev/null
@@ -1,129 +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.
-
-
-#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;
-// Add By Lixu Begin
-class PhysXSceneActor;
-class BlastAssetModelSimple;
-class ModelSceneAsset;
-// Add By Lixu End
-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);
-
-// 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();
- 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&);
-
- //////// 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;
-
-// 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
-};
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/CommonUIController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/CommonUIController.cpp
deleted file mode 100644
index f9e218b..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/CommonUIController.cpp
+++ /dev/null
@@ -1,639 +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 "CommonUIController.h"
-
-#include "Renderer.h"
-#include "BlastController.h"
-#include "DamageToolController.h"
-#include "SceneController.h"
-#include "SampleController.h"
-#include "PhysXController.h"
-#include "SampleProfiler.h"
-
-#include "PxVisualizationParameter.h"
-#include "PxScene.h"
-
-#include <imgui.h>
-#include "imgui_impl_dx11.h"
-#include "UIHelpers.h"
-
-#include <cstdio>
-#include <inttypes.h>
-
-
-inline float memorySizeOutput(const char*& prefix, float value)
-{
- for (prefix = "\0\0k\0M\0G\0T\0P\0E"; value >= 1024 && *prefix != 'E'; value /= 1024, prefix += 2);
- return value;
-}
-
-CommonUIController::CommonUIController()
-{
-}
-
-HRESULT CommonUIController::DeviceCreated(ID3D11Device* pDevice)
-{
- DeviceManager* manager = GetDeviceManager();
- ID3D11DeviceContext* pd3dDeviceContext;
- pDevice->GetImmediateContext(&pd3dDeviceContext);
- ImGui_ImplDX11_Init(manager->GetHWND(), pDevice, pd3dDeviceContext);
-
- ImGuiStyle& style = ImGui::GetStyle();
- style.WindowRounding = 8.0f;
- style.ScrollbarRounding = 8.0f;
- style.FrameRounding = 8.0f;
- //style.IndentSpacing = 20;
- int mainColor[3] = { 110, 110, 110 }; // previous green one { 50, 110, 30 }
- style.Colors[ImGuiCol_TitleBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 62);
- style.Colors[ImGuiCol_TitleBgCollapsed] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52);
- style.Colors[ImGuiCol_TitleBgActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 87);
- style.Colors[ImGuiCol_Header] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52);
- style.Colors[ImGuiCol_HeaderHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92);
- style.Colors[ImGuiCol_HeaderActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72);
- style.Colors[ImGuiCol_ScrollbarBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 12);
- style.Colors[ImGuiCol_ScrollbarGrab] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52);
- style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92);
- style.Colors[ImGuiCol_ScrollbarGrabActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72);
- style.Colors[ImGuiCol_Button] = ImColor(40, 100, 80, 30);
- style.Colors[ImGuiCol_ButtonHovered] = ImColor(40, 100, 80, 100);
- style.Colors[ImGuiCol_ButtonActive] = ImColor(40, 100, 80, 70);
- style.Colors[ImGuiCol_PopupBg] = ImColor(10, 23, 18, 230);
- style.Colors[ImGuiCol_TextSelectedBg] = ImColor(10, 23, 18, 180);
- style.Colors[ImGuiCol_FrameBg] = ImColor(70, 70, 70, 30);
- style.Colors[ImGuiCol_FrameBgHovered] = ImColor(70, 70, 70, 70);
- style.Colors[ImGuiCol_FrameBgActive] = ImColor(70, 70, 70, 50);
- style.Colors[ImGuiCol_ComboBg] = ImColor(20, 20, 20, 252);
-
- return S_OK;
-}
-
-void CommonUIController::DeviceDestroyed()
-{
- ImGui_ImplDX11_Shutdown();
-}
-
-extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-
-LRESULT CommonUIController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- PX_UNUSED(hWnd);
- PX_UNUSED(wParam);
- PX_UNUSED(lParam);
-
- ImGui_ImplDX11_WndProcHandler(hWnd, uMsg, wParam, lParam);
-
- if (uMsg == WM_KEYDOWN && !ImGui::GetIO().WantCaptureKeyboard)
- {
- int iKeyPressed = static_cast<int>(wParam);
- switch (iKeyPressed)
- {
- case 'P':
- {
- getPhysXController().setPaused(!getPhysXController().isPaused());
- break;
- }
- case 'O':
- {
- getRenderer().setWireframeMode(!getRenderer().getWireframeMode());
- break;
- }
- case 'I':
- {
- getBlastController().debugRenderMode = (BlastFamily::DebugRenderMode)(((int)getBlastController().debugRenderMode + 1) % BlastFamily::DebugRenderMode::DEBUG_RENDER_MODES_COUNT);
- break;
- }
- case VK_F5:
- {
- getRenderer().reloadShaders();
- break;
- }
- default:
- break;
- }
- }
-
- if (ImGui::GetIO().WantCaptureMouse)
- return 0;
-
- return 1;
-}
-
-void CommonUIController::Animate(double fElapsedTimeSeconds)
-{
- m_dt = (float)fElapsedTimeSeconds;
-}
-
-void CommonUIController::Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*)
-{
- ImGui_ImplDX11_NewFrame();
- drawUI();
- ImGui::Render();
-}
-
-void CommonUIController::addDelayedCall(const char* title, const char* message, std::function<void()> func, float delay)
-{
- DelayedCall call = { func, title, message, delay, delay };
- m_delayedCalls.emplace(call);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// IMGUI UI
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-void CommonUIController::drawUI()
-{
- const float padding = 8.0f;
- ImGui::SetNextWindowPos(ImVec2(padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/);
- ImGui::SetNextWindowSize(ImVec2(420, getRenderer().getScreenHeight() - 2 * padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/);
- ImGui::SetNextWindowCollapsed(false, ImGuiSetCond_Once);
- ImGui::Begin("New Shiny UI", 0, ImGuiWindowFlags_NoTitleBar);
- {
- ImGui::PushItemWidth(ImGui::GetWindowSize().x * 0.5f);
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Scene
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("Scene"))
- {
- getSceneController().drawUI();
- }
-
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Blast
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("Blast"))
- {
- getBlastController().drawUI();
- }
-
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Damage Tool
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("Damage Tool"))
- {
- getDamageToolController().drawUI();
- }
-
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Stats
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("Stats"))
- {
- BlastController& blastController = getBlastController();
-
- const char* prefix;
- float sizeVal;
-
- // FPS
- double averageTime = GetDeviceManager()->GetAverageFrameTime();
- float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0;
- float frameMs = 1000.0f / fps;
- ImGui::Text("Frame Time %.3f ms (%.1f FPS)", frameMs, fps);
-
- static PlotLinesInstance<> fpsPlot;
- fpsPlot.plot("FPS", frameMs, "ms/frame", 0.0f, 100.0f);
-
- // Render stats
- ImGui::PushStyleColor(ImGuiCol_Text, ImColor(0xFF, 0x3B, 0xD8, 0xFF));
- ImGui::Text("Draw Calls (Opaque/Transparent): %d/%d", getRenderer().getVisibleOpaqueRenderablesCount(), getRenderer().getVisibleTransparentRenderablesCount());
- ImGui::PopStyleColor();
-
- // Blast stats
- const BlastTimers& timers = blastController.getLastBlastTimers();
-
- ImGui::Text("Simulation Time: %.2f ms ", getPhysXController().getLastSimulationTime() * 1000);
- ImGui::Text("Actor Count: %d", blastController.getActorCount());
- ImGui::Text("Visible Chunk Count: %d", blastController.getTotalVisibleChunkCount());
-
- getManager()->getSceneController().drawStatsUI();
-
- sizeVal = memorySizeOutput(prefix, (float)blastController.getFamilySize());
- ImGui::Text("Family Size: %.3g %sB", sizeVal, prefix);
- sizeVal = memorySizeOutput(prefix, (float)blastController.getBlastAssetsSize());
- ImGui::Text("Blast asset Data size: %.3g %sB", sizeVal, prefix);
-
- //ImGui::Text(" Last Blast Extern Time: %8.3f ms", timers.mLastExternalTime * 1000);
-// ImGui::Text(" Last Damage Time: %8.3f ms", timers.blastDamage * 1000);
-#if NV_PROFILE
- ImGui::Text("Last Material Time: %8.3f ms", timers.blastDamageMaterial * 1000);
- ImGui::Text("Last Fracture Time: %8.3f ms", timers.blastDamageFracture * 1000);
-#endif
-// ImGui::Text("Last Physics Split Time: %.3f ms", timers.physicsSplit * 1000);
-#if NV_PROFILE
- ImGui::Text("Last Island Time: %8.3f ms", timers.blastSplitIsland * 1000);
- ImGui::Text("Last Partition Time: %8.3f ms", timers.blastSplitPartition * 1000);
- ImGui::Text("Last Visibility Time: %8.3f ms", timers.blastSplitVisibility * 1000);
-#endif
-
-#if NV_PROFILE
- // Sample Profiler
- static bool s_showProfilerWindow = false;
- if (ImGui::Button("Code Profiler"))
- {
- s_showProfilerWindow = !s_showProfilerWindow;
- }
- if (s_showProfilerWindow)
- {
- drawCodeProfiler(&s_showProfilerWindow);
- }
-#endif
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Application
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("Application"))
- {
- // Paused
- bool isPaused = getPhysXController().isPaused();
- if (ImGui::Checkbox("Pause (P)", &isPaused))
- {
- getPhysXController().setPaused(isPaused);
- }
-
- // Reload Shaders
- if (ImGui::Button("Reload Shaders (F5)"))
- {
- getRenderer().reloadShaders();
- }
-
- // ImGui Test Window (just in case)
- static bool s_showTestWindow = false;
- if (ImGui::Button("ImGui Test Window"))
- {
- s_showTestWindow = !s_showTestWindow;
- }
- if (s_showTestWindow)
- {
- ImGui::ShowTestWindow();
- }
- }
-
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Debug Render
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("Debug Render"))
- {
- // WireFrame
- bool wireFrameEnabled = getRenderer().getWireframeMode();
- if (ImGui::Checkbox("WireFrame (O)", &wireFrameEnabled))
- {
- getRenderer().setWireframeMode(wireFrameEnabled);
- }
-
- // - - - - - - - -
- ImGui::Spacing();
-
- // Blast Debug Render Mode
- const char* debugRenderItems[] =
- {
- "Disabled", // DEBUG_RENDER_DISABLED
- "Health Graph", // DEBUG_RENDER_HEALTH_GRAPH
- "Centroids", // DEBUG_RENDER_CENTROIDS
- "Health Graph + Centroids", // DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS
- "Joints", // DEBUG_RENDER_JOINTS
- "Stress Graph", // DEBUG_RENDER_STRESS_GRAPH
- "Stress Graph + Nodes Impulses", // DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES
- "Stress Graph + Bonds Impulses" // DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES
- };
- ImGui::Combo("Blast Debug Render Mode (I)", (int*)&getBlastController().debugRenderMode, debugRenderItems, IM_ARRAYSIZE(debugRenderItems), -1);
-
- // Blast Debug Render Scale
- ImGui::DragFloat("Blast Debug Render Scale", &getBlastController().debugRenderScale, 0.01f, 0.0f, 10.0f, "%.3f", 4.0f);
-
- // - - - - - - - -
- ImGui::Spacing();
-
- // PhysX Debug Render
- if (ImGui::TreeNode("PhysX Debug Render"))
- {
- auto addParam = [&](physx::PxVisualizationParameter::Enum param, const char* uiName)
- {
- bool enabled = getPhysXController().getPhysXScene().getVisualizationParameter(param) != 0;
- if (ImGui::Checkbox(uiName, &enabled))
- {
- getPhysXController().getPhysXScene().setVisualizationParameter(param, enabled ? 1.0f : 0.0f);
- }
- };
-
- addParam(PxVisualizationParameter::eSCALE, "Scale");
- addParam(PxVisualizationParameter::eBODY_AXES, "Body Axes");
- addParam(PxVisualizationParameter::eWORLD_AXES, "World Axes");
- addParam(PxVisualizationParameter::eBODY_MASS_AXES, "Body Mass Axes");
- addParam(PxVisualizationParameter::eBODY_LIN_VELOCITY, "Body Lin Velocity");
- addParam(PxVisualizationParameter::eBODY_ANG_VELOCITY, "Body Ang Velocity");
- addParam(PxVisualizationParameter::eBODY_JOINT_GROUPS, "Body Joint");
- addParam(PxVisualizationParameter::eCONTACT_POINT, "Contact Point");
- addParam(PxVisualizationParameter::eCONTACT_NORMAL, "Contact Normal");
- addParam(PxVisualizationParameter::eCONTACT_ERROR, "Contact Error");
- addParam(PxVisualizationParameter::eCONTACT_FORCE, "Contact Force");
- addParam(PxVisualizationParameter::eACTOR_AXES, "Actor Axes");
- addParam(PxVisualizationParameter::eCOLLISION_AABBS, "Collision AABBs");
- addParam(PxVisualizationParameter::eCOLLISION_SHAPES, "Collision Shapes");
- addParam(PxVisualizationParameter::eCOLLISION_AXES, "Collision Axes");
- addParam(PxVisualizationParameter::eCOLLISION_COMPOUNDS, "Collision Compounds");
- addParam(PxVisualizationParameter::eCOLLISION_FNORMALS, "Collision FNormals");
- addParam(PxVisualizationParameter::eCOLLISION_EDGES, "Collision Edges");
- addParam(PxVisualizationParameter::eCOLLISION_STATIC, "Collision Static");
- addParam(PxVisualizationParameter::eCOLLISION_DYNAMIC, "Collision Dynamic");
- //addParam(PxVisualizationParameter::eDEPRECATED_COLLISION_PAIRS, "Collision Pairs");
- addParam(PxVisualizationParameter::eJOINT_LOCAL_FRAMES, "Joint Local Frames");
- addParam(PxVisualizationParameter::eJOINT_LIMITS, "Joint Limits");
- //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_POSITION, "PS Position");
- //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_VELOCITY, "PS Velocity");
- //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_COLLISION_NORMAL, "PS Collision Normal");
- //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BOUNDS, "PS Bounds");
- //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_GRID, "PS Grid");
- //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BROADPHASE_BOUNDS, "PS Broadphase Bounds");
- //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_MAX_MOTION_DISTANCE, "PS Max Motion Distance");
- addParam(PxVisualizationParameter::eCULL_BOX, "Cull Box");
- //addParam(PxVisualizationParameter::eCLOTH_VERTICAL, "Cloth Vertical");
- //addParam(PxVisualizationParameter::eCLOTH_HORIZONTAL, "Cloth Horizontal");
- //addParam(PxVisualizationParameter::eCLOTH_BENDING, "Cloth Bending");
- //addParam(PxVisualizationParameter::eCLOTH_SHEARING, "Cloth Shearing");
- //addParam(PxVisualizationParameter::eCLOTH_VIRTUAL_PARTICLES, "Cloth Virtual Particles");
- addParam(PxVisualizationParameter::eMBP_REGIONS, "MBP Regions");
-
- ImGui::TreePop();
- }
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // PhysX
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("PhysX"))
- {
- // PhysX
- getPhysXController().drawUI();
-
- // GPU
- getSampleController().drawPhysXGpuUI();
- }
-
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Renderer
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("Renderer"))
- {
- getRenderer().drawUI();
- }
-
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Hints
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (ImGui::CollapsingHeader("Hints / Help"))
- {
- ImGui::BulletText("Rotate camera - RMB");
- ImGui::BulletText("Move camera - WASDQE(SHIFT)");
- ImGui::BulletText("Play/Pause - P");
- ImGui::BulletText("Reload shaders - F5");
- ImGui::BulletText("Wireframe - O");
- ImGui::BulletText("Blast Debug Render - I");
- ImGui::BulletText("Apply damage - LMB");
- ImGui::BulletText("Damage radius - +/-/wheel");
- ImGui::BulletText("Damage profile - 1-9");
- ImGui::BulletText("Explosive - X");
- ImGui::BulletText("Throw cube - F");
- ImGui::BulletText("Restart - R");
- }
-
- ImGui::PopItemWidth();
- }
- ImGui::End();
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Mode Text
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4());
- ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0,0));
-
- const char* text = getDamageToolController().isDamageMode() ? "DAMAGE MODE (PRESS SPACE)" : "DRAG MODE (PRESS SPACE)";
- ImVec2 size = ImGui::CalcTextSize(text);
- ImGui::SetNextWindowPos(ImVec2((getRenderer().getScreenWidth() - size.x) / 2, 0));
- ImGui::Begin("Mode Text", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar);
- ImGui::Text(text);
- ImGui::End();
-
- ImGui::PopStyleVar();
- ImGui::PopStyleColor();
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // FPS
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4());
- ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
-
- double averageTime = GetDeviceManager()->GetAverageFrameTime();
- float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0;
- static char buf[32];
- std::sprintf(buf, "%.1f FPS", fps);
- ImVec2 size = ImGui::CalcTextSize(buf);
-
- size.x += 20.0;
- ImGui::SetNextWindowSize(size);
- ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - size.x, 0));
- ImGui::Begin("FPS", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar);
- ImGui::Text(buf);
- ImGui::End();
-
- ImGui::PopStyleVar();
- ImGui::PopStyleColor();
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Loading overlay
- ///////////////////////////////////////////////////////////////////////////////////////////
- if (!m_delayedCalls.empty())
- {
- DelayedCall& call = m_delayedCalls.front();
- if (call.delay > 0)
- {
- const int height = 50;
- const char* message = call.message;
- const float alpha = PxClamp(lerp(0.0f, 1.0f, (call.delayTotal - call.delay) * 10.0f), 0.0f, 1.0f);
-
- ImGui::PushStyleColor(ImGuiCol_WindowBg, ImColor(0, 0, 0, 200));
- ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha);
- ImGui::SetNextWindowPosCenter();
- ImVec2 size = ImGui::CalcTextSize(message);
- int width = std::max<float>(200, size.x) + 50;
- ImGui::SetNextWindowSize(ImVec2(width, height));
- ImGui::Begin(call.title, 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar);
- ImGui::SetCursorPos(ImVec2((width - size.x) * 0.5f, (height - size.y) * 0.5f));
- ImGui::Text(message);
- ImGui::End();
- ImGui::PopStyleVar();
- ImGui::PopStyleColor();
-
- call.delay -= PxClamp(m_dt, 0.0f, 0.1f);
- }
- else
- {
- call.func();
- m_delayedCalls.pop();
- }
- }
-}
-
-
-void CommonUIController::drawCodeProfiler(bool* open)
-{
- ImGuiWindowFlags window_flags = 0;
- const float padding = 8.0f;
- const float width = 550;
- const float height = 580;
- ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - width - padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/);
- ImGui::SetNextWindowSize(ImVec2(width, height), ImGuiSetCond_Once);
- if (!ImGui::Begin("Code Profiler", open, window_flags))
- {
- // Early out if the window is collapsed, as an optimization.
- ImGui::End();
- return;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Control/Main Bar
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- if (ImGui::Button("Reset"))
- {
- PROFILER_INIT();
- }
- ImGui::SameLine();
- if (ImGui::Button("Dump To File (profile.txt)"))
- {
- SampleProfilerDumpToFile("profile.txt");
- }
- ImGui::SameLine();
- ImGui::Text("Profiler overhead: %2.3f ms", SampleProfilerGetOverhead().count() * 0.001f);
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Legend
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing();
- ImGui::Text("Legend: name | calls | time | max time");
- ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing();
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Stats Tree
- ///////////////////////////////////////////////////////////////////////////////////////////
- ImGui::SetNextTreeNodeOpen(true, ImGuiSetCond_Once);
- float plotMS = 0.0f;
- float plotMaxMS = 0.0f;
- const char* plotName = nullptr;
- if (ImGui::TreeNode("Root"))
- {
- auto treeIt = SampleProfilerCreateTreeIterator();
- if (treeIt)
- {
- uint32_t depth = 1;
- uint32_t openeDepth = 1;
- while (!treeIt->isDone())
- {
- const auto data = treeIt->data();
-
- while (data->depth < depth)
- {
- ImGui::TreePop();
- depth--;
- }
-
- const uint32_t maxLen = 30;
- auto hash = data->hash;
- static uint64_t selectedNodeHash = 0;
- if (selectedNodeHash == hash)
- {
- plotMS = data->time.count() * 0.001f;
- plotMaxMS = data->maxTime.count() * 0.001f;
- plotName = data->name;
- }
- if (ImGui::TreeNodeEx(data->name, data->hasChilds ? 0 : ImGuiTreeNodeFlags_Leaf, "%-*.*s | %d | %2.3f ms | %2.3f ms",
- maxLen, maxLen, data->name, data->calls, data->time.count() * 0.001f, data->maxTime.count() * 0.001f))
- {
- depth++;
- treeIt->next();
- }
- else
- {
- treeIt->next();
- while (!treeIt->isDone() && treeIt->data()->depth > depth)
- treeIt->next();
- }
-
- if (ImGui::IsItemClicked())
- {
- selectedNodeHash = hash;
- }
- }
-
- while (depth > 0)
- {
- ImGui::TreePop();
- depth--;
- }
-
- treeIt->release();
- }
- else
- {
- ImGui::Text("Profiler Is Broken. Begin/End Mismatch.");
- }
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Selected Item Plot
- ///////////////////////////////////////////////////////////////////////////////////////////
- {
- ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing();
- if (plotName)
- {
- static PlotLinesInstance<> selectedNodePlot;
- selectedNodePlot.plot("", plotMS, plotName, 0.0f, plotMaxMS);
- }
- else
- {
- ImGui::Text("Select item to plot.");
- }
- }
-
- ImGui::End();
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/CommonUIController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/CommonUIController.h
deleted file mode 100644
index 4656203..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/CommonUIController.h
+++ /dev/null
@@ -1,124 +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.
-
-
-#ifndef COMMON_UI_CONTROLLER_H
-#define COMMON_UI_CONTROLLER_H
-
-#include "SampleManager.h"
-#include <DirectXMath.h>
-#include <string>
-#include <list>
-#include <queue>
-#include <functional>
-
-
-class Renderer;
-class PhysXController;
-class BlastController;
-
-
-class CommonUIController : public ISampleController
-{
- public:
- CommonUIController();
- virtual ~CommonUIController() {};
-
- virtual HRESULT DeviceCreated(ID3D11Device* pDevice);
- virtual void DeviceDestroyed();
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Animate(double fElapsedTimeSeconds);
- virtual void Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*);
-
- void addDelayedCall(std::function<void()> func, const char* message)
- {
- addDelayedCall("PLEASE WAIT...", message, func);
- }
-
- void addPopupMessage(const char* title, const char* message, float duration = 2.f)
- {
- addDelayedCall(title, message, [] {}, duration);
- }
-
- private:
- void addDelayedCall(const char* title, const char* message, std::function<void()> func, float delay = 0.1f);
-
- void drawUI();
- void drawCodeProfiler(bool*);
-
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
- PhysXController& getPhysXController() const
- {
- return getManager()->getPhysXController();
- }
-
- BlastController&getBlastController() const
- {
- return getManager()->getBlastController();
- }
-
- DamageToolController& getDamageToolController() const
- {
- return getManager()->getDamageToolController();
- }
-
- SceneController& getSceneController() const
- {
- return getManager()->getSceneController();
- }
-
- SampleController& getSampleController() const
- {
- return getManager()->getSampleController();
- }
-
-
- //////// internal data ////////
-
- struct DelayedCall
- {
- std::function<void()> func;
- const char* title;
- const char* message;
- float delay;
- float delayTotal;
- };
-
- std::queue<DelayedCall> m_delayedCalls;
-
- float m_dt;
-
-};
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.cpp
deleted file mode 100644
index ecc3cb9..0000000
--- 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);
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.h
deleted file mode 100644
index 0aeb0d7..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/DamageToolController.h
+++ /dev/null
@@ -1,165 +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.
-
-
-#ifndef DAMAGE_TOOL_CONTROLLER_H
-#define DAMAGE_TOOL_CONTROLLER_H
-
-#include "SampleManager.h"
-#include "NvBlastTypes.h"
-#include <DirectXMath.h>
-#include <functional>
-#include "PxVec2.h"
-#include "PxVec3.h"
-
-
-class Renderable;
-class RenderMaterial;
-
-namespace Nv
-{
-namespace Blast
-{
-class ExtPxActor;
-}
-}
-
-
-
-class DamageToolController : public ISampleController
-{
-public:
- DamageToolController();
- virtual ~DamageToolController();
-
- static DamageToolController* ins();
- void setDamageAmount(float value);
- void setExplosiveImpulse(float value);
- void setStressForceFactor(float value);
- void setDamagerIndex(int index);
- void setRadius(float value);
- void setDamageWhilePressed(bool value);
-
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Animate(double dt);
- void drawUI();
-
-
- virtual void onInitialize();
- virtual void onSampleStart();
- virtual void onSampleStop();
-
- bool isDamageMode() const
- {
- return m_damageMode;
- }
-
-// Add By Lixu Begin
- Renderable* getPickPointer()
- {
- return m_sphereToolRenderable;
- }
-
- void setDamageMode(bool enabled);
-// Add By Lixu End
-
-private:
- DamageToolController& operator= (DamageToolController&);
-
-
- //////// private methods ////////
-
- void changeDamageRadius(float dr);
-
-
-
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
- PhysXController& getPhysXController() const
- {
- return getManager()->getPhysXController();
- }
-
- BlastController& getBlastController() const
- {
- return getManager()->getBlastController();
- }
-
-
- //////// internal data ////////
-
- RenderMaterial* m_toolRenderMaterial;
- Renderable* m_sphereToolRenderable;
- DirectX::XMFLOAT4 m_toolColor;
- Renderable* m_lineToolRenderable;
-
- float m_damage;
- float m_explosiveImpulse;
- float m_stressForceFactor;
-
- struct Damager
- {
- Damager() : damageWhilePressed(false), radius(5.0f), radiusLimit(1000.0f)
- {
- }
-
- enum PointerType
- {
- Sphere,
- Line
- };
-
- typedef std::function<void(const Damager* damager, Nv::Blast::ExtPxActor* actor, physx::PxVec3 origin, physx::PxVec3 position, physx::PxVec3 normal)> ExecuteFn;
-
- const char* uiName;
- NvBlastDamageProgram program;
- PointerType pointerType;
- DirectX::XMFLOAT4 pointerColor;
- float radius;
- float radiusLimit;
- bool damageWhilePressed;
- ExecuteFn executeFunction;
- };
-
- std::vector<Damager> m_damagers;
- std::vector<const char*> m_damagerNames;
- uint32_t m_damagerIndex;
-
- bool m_damageMode;
-
- physx::PxVec2 m_lastMousePos;
- bool m_isMousePressed;
- uint32_t m_damageCountWhilePressed;
-};
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/EditionToolController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/EditionToolController.cpp
deleted file mode 100644
index a3a6dd1..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/EditionToolController.cpp
+++ /dev/null
@@ -1,161 +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 "EditionToolController.h"
-#include "BlastController.h"
-#include "Renderer.h"
-#include "PhysXController.h"
-#include "SampleProfiler.h"
-#include "PxRigidDynamic.h"
-#include "PxScene.h"
-#include "NvBlastExtPxManager.h"
-#include "SceneController.h"
-#include "NvBlastExtPxActor.h"
-#include "GlobalSettings.h"
-using namespace Nv::Blast;
-using namespace physx;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Setup
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-EditionToolController::EditionToolController()
-{
-}
-
-EditionToolController::~EditionToolController()
-{
-}
-
-void EditionToolController::onSampleStart()
-{
-}
-
-void EditionToolController::onInitialize()
-{
-}
-
-
-void EditionToolController::onSampleStop()
-{
-}
-
-void EditionToolController::Animate(double dt)
-{
- PROFILER_SCOPED_FUNCTION();
-}
-
-
-LRESULT EditionToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- PROFILER_SCOPED_FUNCTION();
-
- if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP)
- {
- float mouseX = (float)LOWORD(lParam);
- float mouseY = (float)HIWORD(lParam);
- bool press = uMsg == WM_LBUTTONDOWN;
-
- if (uMsg == WM_LBUTTONUP)
- {
- PxVec3 eyePos, pickDir;
- getPhysXController().getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir);
- pickDir = pickDir.getNormalized();
-
- PxRaycastHit hit; hit.shape = NULL;
- PxRaycastBuffer hit1;
- getPhysXController().getEditPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hit1, PxHitFlag::ePOSITION | PxHitFlag::eNORMAL);
- hit = hit1.block;
-
- PxRigidActor* actor = NULL;
- if (hit.shape)
- {
- actor = hit.actor;
- }
- fracture(actor);
- }
- }
-
- return 1;
-}
-
-void EditionToolController::drawUI()
-{
-}
-
-void EditionToolController::fracture(PxActor* actor)
-{
- if (NULL == actor)
- {
- return;
- }
-
- BlastController& blastController = getBlastController();
- std::vector<BlastFamilyPtr>& families = blastController.getFamilies();
- if (families.size() == 0)
- {
- return;
- }
-
- PxRigidDynamic* rigidDynamic = actor->is<PxRigidDynamic>();
- if (NULL == rigidDynamic)
- {
- return;
- }
-
- BlastFamilyPtr pBlastFamily = NULL;
- std::vector<BlastFamilyPtr>::iterator it = families.begin();
- for (; it != families.end(); it++)
- {
- BlastFamilyPtr f = *it;
- if (f->find(*actor))
- {
- pBlastFamily = f;
- break;
- }
- }
- if (NULL == pBlastFamily)
- {
- return;
- }
-
- const uint32_t chunkIndex = pBlastFamily->getChunkIndexByPxActor(*actor);
-
- const BlastAsset& blastAsset = pBlastFamily->getBlastAsset();
- BlastAsset* pBlastAsset = (BlastAsset*)&blastAsset;
-
- VoronoiFractureExecutor executor;
- executor.setSourceAsset(pBlastAsset);
- executor.setTargetChunk(chunkIndex);
- executor.execute();
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/EditionToolController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/EditionToolController.h
deleted file mode 100644
index 5f71b58..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/EditionToolController.h
+++ /dev/null
@@ -1,80 +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.
-
-
-#ifndef EDITION_TOOL_CONTROLLER_H
-#define EDITION_TOOL_CONTROLLER_H
-
-#include "SampleManager.h"
-
-namespace physx
-{
- class PxActor;
-}
-
-class EditionToolController : public ISampleController
-{
-public:
- EditionToolController();
- virtual ~EditionToolController();
-
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Animate(double dt);
- void drawUI();
-
- virtual void onInitialize();
- virtual void onSampleStart();
- virtual void onSampleStop();
-
- void fracture(physx::PxActor* actor);
-
-private:
- EditionToolController& operator= (EditionToolController&);
-
- //////// private methods ////////
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
- PhysXController& getPhysXController() const
- {
- return getManager()->getPhysXController();
- }
-
- BlastController& getBlastController() const
- {
- return getManager()->getBlastController();
- }
-
- //////// internal data ////////
-};
-
-#endif // EDITION_TOOL_CONTROLLER_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/ExplodeToolController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/ExplodeToolController.cpp
deleted file mode 100644
index 28ac182..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/ExplodeToolController.cpp
+++ /dev/null
@@ -1,256 +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 "ExplodeToolController.h"
-#include "RenderUtils.h"
-#include "BlastController.h"
-#include "Renderer.h"
-#include "PhysXController.h"
-#include "SampleProfiler.h"
-#include "GizmoToolController.h"
-
-#include <imgui.h>
-
-#include "NvBlastTkActor.h"
-#include "NvBlastExtDamageShaders.h"
-
-#include "PxRigidDynamic.h"
-#include "PxScene.h"
-#include "BlastSceneTree.h"
-#include "SimpleScene.h"
-#include "ViewerOutput.h"
-
-using namespace Nv::Blast;
-using namespace physx;
-
-const float EXPLODE_MIN = 0.0f;
-const float EXPLODE_MAX = 2.0f;
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Setup
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-ExplodeToolController::ExplodeToolController()
- : m_previousExplodeValue(0.0f)
- , m_starDrag(false)
-{
-}
-
-ExplodeToolController::~ExplodeToolController()
-{
-}
-
-void ExplodeToolController::onSampleStart()
-{
-}
-
-void ExplodeToolController::onInitialize()
-{
- m_previousExplodeValue = 0.0f;
-}
-
-
-void ExplodeToolController::onSampleStop()
-{
-}
-
-void ExplodeToolController::Animate(double dt)
-{
- PROFILER_SCOPED_FUNCTION();
-}
-
-
-LRESULT ExplodeToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- PROFILER_SCOPED_FUNCTION();
-
- SampleManager* pSampleManager = SampleManager::ins();
- if (pSampleManager->IsSimulating())
- {
- return 1;
- }
-
- if (uMsg == WM_LBUTTONDOWN)
- {
- m_mouseStartPoint.x = (short)LOWORD(lParam);
- m_mouseStartPoint.y = (short)HIWORD(lParam);
- m_starDrag = true;
- }
- else if (uMsg == WM_MOUSEMOVE)
- {
- if (!m_starDrag)
- return 1;
-
- float theDragDistance = (short)LOWORD(lParam) - m_mouseStartPoint.x;
- // ignore shorter mouse move
- if (fabs(theDragDistance) <= 3.0)
- return 1;
-
- theDragDistance /= getRenderer().getScreenWidth();
- theDragDistance *= EXPLODE_MAX;
- float theNewExplodeValue = m_previousExplodeValue + (float)theDragDistance;
-
- if (theNewExplodeValue < 0)
- theNewExplodeValue = 0;
- else if (theNewExplodeValue > EXPLODE_MAX)
- theNewExplodeValue = EXPLODE_MAX;
-
- _explode(theNewExplodeValue);
- }
- else if (uMsg == WM_LBUTTONUP)
- {
- m_previousExplodeValue = 0.0f;
- m_starDrag = false;
- }
- return 1;
-}
-
-void ExplodeToolController::drawUI()
-{
-}
-
-void ExplodeToolController::_explode(float value)
-{
- SampleManager* pSampleManager = SampleManager::ins();
-
- BlastAsset* pBlastAsset = nullptr;
- int nFamilyIndex = -1;
- pSampleManager->getCurrentSelectedInstance(&pBlastAsset, nFamilyIndex);
- if (pBlastAsset == nullptr)
- {
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = pSampleManager->getAssetDescMap();
- if (AssetDescMap.size() == 1)
- {
- std::map<BlastAsset*, AssetList::ModelAsset>::iterator itAssetDescMap = AssetDescMap.begin();
- pSampleManager->setCurrentSelectedInstance(itAssetDescMap->first, -1);
- pBlastAsset = pSampleManager->getCurBlastAsset();
- viewer_msg("no asset selected, use the only one in current scene.");
- }
- }
- if (pBlastAsset == nullptr)
- {
- viewer_msg("please select one asset before explode.");
- return;
- }
-
- std::map<BlastAsset*, std::vector<BlastFamily*>>& AssetFamiliesMap = pSampleManager->getAssetFamiliesMap();
- std::map<BlastAsset*, std::vector<BlastFamily*>>::iterator itAFM = AssetFamiliesMap.find(pBlastAsset);
- if (itAFM == AssetFamiliesMap.end())
- {
- return;
- }
-
- std::vector<BlastFamily*> families = itAFM->second;
- int familySize = families.size();
- if (familySize == 0)
- {
- viewer_msg("no instance for current asset.");
- return;
- }
-
- if (nFamilyIndex == -1 || nFamilyIndex >= familySize)
- {
- nFamilyIndex = 0;
- viewer_msg("no instance selected, use the first one of current asset.");
- }
-
- BlastFamily* pFamily = families[nFamilyIndex];
-
- PxScene& scene = pSampleManager->getPhysXController().getEditPhysXScene();
- const PxU32 actorsCountTotal = scene.getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC);
- if (actorsCountTotal == 0)
- {
- return;
- }
-
- std::vector<PxActor*> actorsTotal(actorsCountTotal);
- PxU32 nbActors = scene.getActors(PxActorTypeFlag::eRIGID_DYNAMIC, &actorsTotal[0], actorsCountTotal, 0);
- PX_ASSERT(actorsCountTotal == nbActors);
-
- std::vector<PxActor*> actors;
- PxActor* pRootActor = nullptr;
- for (int act = 0; act < actorsCountTotal; act++)
- {
- if (pFamily->find(*actorsTotal[act]))
- {
- if (pRootActor == nullptr)
- {
- uint32_t chunkIndex = pFamily->getChunkIndexByPxActor(*actorsTotal[act]);
- std::vector<uint32_t> chunkIndexes;
- chunkIndexes.push_back(chunkIndex);
- std::vector<BlastChunkNode*> chunkNodes = BlastTreeData::ins().getChunkNodeByBlastChunk(pBlastAsset, chunkIndexes);
- if (chunkNodes.size() > 0 && BlastTreeData::isRoot(chunkNodes[0]))
- {
- pRootActor = actorsTotal[act];
- }
- else
- {
- actors.push_back(actorsTotal[act]);
- }
- }
- else
- {
- actors.push_back(actorsTotal[act]);
- }
- }
- }
-
- if (pRootActor == nullptr)
- {
- return;
- }
-
- BlastController& blastController = pSampleManager->getBlastController();
-
- PxVec3 origin = pRootActor->getWorldBounds().getCenter();
-
- int actorsCount = actors.size();
- for (int ac = 0; ac < actorsCount; ac++)
- {
- PxActor* actor = actors[ac];
- PxRigidDynamic* dynamic = actor->is<PxRigidDynamic>();
- PX_ASSERT(dynamic != nullptr);
- PxTransform transformOld = dynamic->getGlobalPose();
- PxTransform transformNew = transformOld;
-
- PxBounds3 bound = actor->getWorldBounds();
- PxVec3 target = bound.getCenter();
-
- //PxVec3 tChange = (target - origin) * value;
- //PxVec3 newTarget = target + tChange;
- //transformNew.p = transformOld.p + tChange;
- transformNew.p = (target - origin) * value;
-
- dynamic->setGlobalPose(transformNew);
- blastController.updateActorRenderableTransform(*actor, transformNew, false);
- }
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/ExplodeToolController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/ExplodeToolController.h
deleted file mode 100644
index 9a417ca..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/ExplodeToolController.h
+++ /dev/null
@@ -1,100 +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.
-
-
-#ifndef EXPLODE_TOOL_CONTROLLER_H
-#define EXPLODE_TOOL_CONTROLLER_H
-
-#include "SampleManager.h"
-#include "PxVec2.h"
-#include "PxVec3.h"
-#include "DebugRenderBuffer.h"
-#include "BlastFamily.h"
-#include "NvBlastExtPxManager.h"
-#include "BlastSceneTree.h"
-
-class Renderable;
-class RenderMaterial;
-
-namespace Nv
-{
-namespace Blast
-{
-class ExtPxActor;
-}
-}
-
-namespace physx
-{
- class PxScene;
-}
-
-class ExplodeToolController : public ISampleController
-{
-public:
- ExplodeToolController();
- virtual ~ExplodeToolController();
-
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Animate(double dt);
- void drawUI();
-
- virtual void onInitialize();
- virtual void onSampleStart();
- virtual void onSampleStop();
-
-private:
- ExplodeToolController& operator= (ExplodeToolController&);
-
- //////// private methods ////////
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
- PhysXController& getPhysXController() const
- {
- return getManager()->getPhysXController();
- }
-
- BlastController& getBlastController() const
- {
- return getManager()->getBlastController();
- }
-
- void _explode(float value);
- //////// internal data ////////
-
- float m_previousExplodeValue;
- PxVec2 m_mouseStartPoint;
- bool m_starDrag;
-};
-
-#endif // EXPLODE_TOOL_CONTROLLER_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/GizmoToolController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/GizmoToolController.cpp
deleted file mode 100644
index 5942b45..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/GizmoToolController.cpp
+++ /dev/null
@@ -1,1311 +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 "GizmoToolController.h"
-#include "RenderUtils.h"
-#include "BlastController.h"
-#include "SelectionToolController.h"
-#include "Renderer.h"
-#include "PhysXController.h"
-#include "SampleProfiler.h"
-#include "ViewerOutput.h"
-
-#include <imgui.h>
-
-#include "NvBlastTkActor.h"
-#include "NvBlastExtDamageShaders.h"
-
-#include "PxRigidDynamic.h"
-#include "PxScene.h"
-#include "PxPhysics.h"
-#include "cooking/PxCooking.h"
-#include "NvBlastExtPxActor.h"
-#include <AppMainWindow.h>
-#include "BlastSceneTree.h"
-#include "SimpleScene.h"
-using namespace Nv::Blast;
-using namespace physx;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Setup
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-const DirectX::XMFLOAT4 X_DIRECTION_COLOR_F = DirectX::XMFLOAT4(1, 0, 0, 1);
-const DirectX::XMFLOAT4 Y_DIRECTION_COLOR_F = DirectX::XMFLOAT4(0, 1, 0, 1);
-const DirectX::XMFLOAT4 Z_DIRECTION_COLOR_F = DirectX::XMFLOAT4(0, 0, 1, 1);
-const DirectX::XMFLOAT4 HIGHLIGHT_COLOR_F = DirectX::XMFLOAT4(1, 1, 0, 1);
-
-const physx::PxU32 X_DIRECTION_COLOR_U = XMFLOAT4ToU32Color(X_DIRECTION_COLOR_F);
-const physx::PxU32 Y_DIRECTION_COLOR_U = XMFLOAT4ToU32Color(Y_DIRECTION_COLOR_F);
-const physx::PxU32 Z_DIRECTION_COLOR_U = XMFLOAT4ToU32Color(Z_DIRECTION_COLOR_F);
-const physx::PxU32 HIGHLIGHT_COLOR_U = XMFLOAT4ToU32Color(HIGHLIGHT_COLOR_F);
-
-float defaultAxisLength = 10.0;
-const float defaultAxisModifier = -1.0;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-void modifyPxActorByLocalWay(PxScene& pxScene, PxRigidDynamic& actor, PxTransform& gp_old, PxTransform& gp_new)
-{
- uint32_t shapesCount = actor.getNbShapes();
- if (shapesCount > 0)
- {
- PxTransform gp_newInv = gp_new.getInverse();
-
- PxTransform lp_old;
- PxTransform lp_new;
-
- std::vector<PxShape*> shapes(shapesCount);
- actor.getShapes(&shapes[0], shapesCount);
-
- pxScene.removeActor(actor);
- for (uint32_t i = 0; i < shapesCount; i++)
- {
- PxShape* shape = shapes[i];
-
- actor.detachShape(*shape);
-
- lp_old = shape->getLocalPose();
- lp_new = gp_newInv * gp_old * lp_old;
- shape->setLocalPose(lp_new);
-
- actor.attachShape(*shape);
- }
- pxScene.addActor(actor);
- }
-}
-
-void scalePxActor(PxScene& pxScene, PxRigidDynamic& actor, PxMat44& scale)
-{
- uint32_t shapesCount = actor.getNbShapes();
- if (shapesCount == 0)
- {
- return;
- }
-
- std::vector<PxShape*> shapes(shapesCount);
- actor.getShapes(&shapes[0], shapesCount);
-
- pxScene.removeActor(actor);
-
- for (uint32_t i = 0; i < shapesCount; i++)
- {
- PxShape* shape = shapes[i];
-
- PxConvexMeshGeometry mesh;
- bool valid = shape->getConvexMeshGeometry(mesh);
- if (!valid)
- {
- continue;
- }
-
- PxConvexMesh* pMesh = mesh.convexMesh;
- if (NULL == pMesh)
- {
- continue;
- }
-
- PxU32 numVertex = pMesh->getNbVertices();
- if (numVertex == 0)
- {
- continue;
- }
-
- const PxVec3* pVertex = pMesh->getVertices();
- PxVec3* pVertexNew = new PxVec3[numVertex];
- for (PxU32 v = 0; v < numVertex; v++)
- {
- pVertexNew[v] = scale.transform(pVertex[v]);
- }
-
- PxConvexMeshDesc convexMeshDesc;
- convexMeshDesc.points.count = numVertex;
- convexMeshDesc.points.data = pVertexNew;
- convexMeshDesc.points.stride = sizeof(PxVec3);
- convexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
- SampleManager* manager = SampleManager::ins();
- PxPhysics& physics = manager->getPhysXController().getPhysics();
- PxCooking& cooking = manager->getPhysXController().getCooking();
- PxConvexMesh* convexMesh = cooking.createConvexMesh(convexMeshDesc, physics.getPhysicsInsertionCallback());
- if (NULL == convexMesh)
- {
- delete[] pVertexNew;
- continue;
- }
-
- mesh.convexMesh = convexMesh;
-
- actor.detachShape(*shape);
- shape->setGeometry(mesh);
- actor.attachShape(*shape);
-
- pMesh->release();
- delete[] pVertexNew;
- }
-
- pxScene.addActor(actor);
-}
-
-GizmoToolController::GizmoToolController()
-{
- m_bGizmoFollowed = false;
-
- UpdateCircleRenderData(defaultAxisLength);
-
- resetPos();
-
- BlastSceneTree::ins()->addObserver(this);
-}
-
-GizmoToolController::~GizmoToolController()
-{
-}
-
-void GizmoToolController::onSampleStart()
-{
- m_AxisRenderMaterial = new RenderMaterial("", getRenderer().getResourceManager(), "physx_primitive_transparent");
-
- IRenderMesh* coneMesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Cone);
- m_AxisConeRenderable[AT_X] = getRenderer().createRenderable(*coneMesh, *m_AxisRenderMaterial);
- m_AxisConeRenderable[AT_Y] = getRenderer().createRenderable(*coneMesh, *m_AxisRenderMaterial);
- m_AxisConeRenderable[AT_Z] = getRenderer().createRenderable(*coneMesh, *m_AxisRenderMaterial);
- m_AxisConeRenderable[AT_X]->setColor(X_DIRECTION_COLOR_F);
- m_AxisConeRenderable[AT_Y]->setColor(Y_DIRECTION_COLOR_F);
- m_AxisConeRenderable[AT_Z]->setColor(Z_DIRECTION_COLOR_F);
- m_AxisConeRenderable[AT_X]->setScale(PxVec3(0.5, 1, 0.5));
- m_AxisConeRenderable[AT_Y]->setScale(PxVec3(0.5, 1, 0.5));
- m_AxisConeRenderable[AT_Z]->setScale(PxVec3(0.5, 1, 0.5));
- m_AxisConeRenderable[AT_X]->setHidden(true);
- m_AxisConeRenderable[AT_Y]->setHidden(true);
- m_AxisConeRenderable[AT_Z]->setHidden(true);
-
- IRenderMesh* boxMesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box);
- m_AxisBoxRenderable[AT_X] = getRenderer().createRenderable(*boxMesh, *m_AxisRenderMaterial);
- m_AxisBoxRenderable[AT_Y] = getRenderer().createRenderable(*boxMesh, *m_AxisRenderMaterial);
- m_AxisBoxRenderable[AT_Z] = getRenderer().createRenderable(*boxMesh, *m_AxisRenderMaterial);
- m_AxisBoxRenderable[AT_X]->setColor(X_DIRECTION_COLOR_F);
- m_AxisBoxRenderable[AT_Y]->setColor(Y_DIRECTION_COLOR_F);
- m_AxisBoxRenderable[AT_Z]->setColor(Z_DIRECTION_COLOR_F);
- m_AxisBoxRenderable[AT_X]->setScale(PxVec3(0.5, 0.5, 0.5));
- m_AxisBoxRenderable[AT_Y]->setScale(PxVec3(0.5, 0.5, 0.5));
- m_AxisBoxRenderable[AT_Z]->setScale(PxVec3(0.5, 0.5, 0.5));
- m_AxisBoxRenderable[AT_X]->setHidden(true);
- m_AxisBoxRenderable[AT_Y]->setHidden(true);
- m_AxisBoxRenderable[AT_Z]->setHidden(true);
-
- m_Axis[AT_X] = PxVec3(defaultAxisLength, 0.0, 0.0);
- m_Axis[AT_Y] = PxVec3(0.0, defaultAxisLength, 0.0);
- m_Axis[AT_Z] = PxVec3(0.0, 0.0, defaultAxisLength);
-}
-
-void GizmoToolController::onInitialize()
-{
-}
-
-
-void GizmoToolController::onSampleStop()
-{
-}
-
-void GizmoToolController::dataSelected(std::vector<BlastNode*> selections)
-{
- if (!IsEnabled())
- return;
-
- BlastController& blastController = getBlastController();
- std::vector<BlastFamilyPtr>& families = blastController.getFamilies();
-
- std::set<PxActor*> selectedActors;
- PxActor* targetActor = nullptr;
- for (BlastFamily* family : families)
- {
- std::vector<uint32_t> selectedChunks = family->getSelectedChunks();
- for (uint32_t chunkIndex : selectedChunks)
- {
- PxActor* actor = nullptr;
- family->getPxActorByChunkIndex(chunkIndex, &actor);
-
- if (actor)
- {
- selectedActors.insert(actor);
- targetActor = actor;
- }
- }
- }
-
- if (targetActor)
- setTargetActor(targetActor);
- getSelectionToolController().setTargetActors(selectedActors);
-}
-
-void GizmoToolController::Animate(double dt)
-{
- PROFILER_SCOPED_FUNCTION();
-
- if (NULL == m_CurrentActor)
- {
- m_AxisConeRenderable[AT_X]->setHidden(true);
- m_AxisConeRenderable[AT_Y]->setHidden(true);
- m_AxisConeRenderable[AT_Z]->setHidden(true);
- m_AxisBoxRenderable[AT_X]->setHidden(true);
- m_AxisBoxRenderable[AT_Y]->setHidden(true);
- m_AxisBoxRenderable[AT_Z]->setHidden(true);
-
- return;
- }
-
- m_TargetPos = m_CurrentActor->getGlobalPose().p;
- m_bNeedResetPos = true;
-
- bool isTranslation = m_GizmoToolMode == GTM_Translate;
- bool isScale = m_GizmoToolMode == GTM_Scale;
- bool isRotation = m_GizmoToolMode == GTM_Rotation;
- bool isLocal = AppMainWindow::Inst().m_bGizmoWithLocal;
-
- bool showLine = isTranslation || isScale || (isRotation && isLocal);
- bool showCone = isTranslation || (isRotation && isLocal);
- bool showBox = isScale;
- bool showCircle = isRotation;
-
- m_AxisConeRenderable[AT_X]->setHidden(!isTranslation);
- m_AxisConeRenderable[AT_Y]->setHidden(!isTranslation);
- m_AxisConeRenderable[AT_Z]->setHidden(!isTranslation);
- m_AxisBoxRenderable[AT_X]->setHidden(!isScale);
- m_AxisBoxRenderable[AT_Y]->setHidden(!isScale);
- m_AxisBoxRenderable[AT_Z]->setHidden(!isScale);
-
- syncRenderableState();
-
- if (showLine)
- {
- if (m_bNeedResetPos)
- {
- m_AxisRenderBuffer.clear();
- m_AxisRenderBuffer.m_lines.push_back(PxDebugLine(m_TargetPos, m_TargetPos + m_Axis[AT_X] * defaultAxisModifier, X_DIRECTION_COLOR_U));
- m_AxisRenderBuffer.m_lines.push_back(PxDebugLine(m_TargetPos, m_TargetPos + m_Axis[AT_Y], Y_DIRECTION_COLOR_U));
- m_AxisRenderBuffer.m_lines.push_back(PxDebugLine(m_TargetPos, m_TargetPos + m_Axis[AT_Z], Z_DIRECTION_COLOR_U));
- }
-
- if (m_bNeedResetColor)
- {
- if (m_AxisSelected == AT_X)
- {
- m_AxisRenderBuffer.m_lines[0].color0 = HIGHLIGHT_COLOR_U;
- m_AxisRenderBuffer.m_lines[0].color1 = HIGHLIGHT_COLOR_U;
- }
- else
- {
- m_AxisRenderBuffer.m_lines[0].color0 = X_DIRECTION_COLOR_U;
- m_AxisRenderBuffer.m_lines[0].color1 = X_DIRECTION_COLOR_U;
- }
- if (m_AxisSelected == AT_Y)
- {
- m_AxisRenderBuffer.m_lines[1].color0 = HIGHLIGHT_COLOR_U;
- m_AxisRenderBuffer.m_lines[1].color1 = HIGHLIGHT_COLOR_U;
- }
- else
- {
- m_AxisRenderBuffer.m_lines[1].color0 = Y_DIRECTION_COLOR_U;
- m_AxisRenderBuffer.m_lines[1].color1 = Y_DIRECTION_COLOR_U;
- }
- if (m_AxisSelected == AT_Z)
- {
- m_AxisRenderBuffer.m_lines[2].color0 = HIGHLIGHT_COLOR_U;
- m_AxisRenderBuffer.m_lines[2].color1 = HIGHLIGHT_COLOR_U;
- }
- else
- {
- m_AxisRenderBuffer.m_lines[2].color0 = Z_DIRECTION_COLOR_U;
- m_AxisRenderBuffer.m_lines[2].color1 = Z_DIRECTION_COLOR_U;
- }
- }
-
- getRenderer().queueRenderBuffer(&m_AxisRenderBuffer);
- }
-
- if (showCone)
- {
- if (m_bNeedResetPos)
- {
- PxTransform transform;
-
- transform.p = m_TargetPos + m_Axis[AT_X] * defaultAxisModifier;
- transform.q = CalDirectionQuat(AT_X);
- m_AxisConeRenderable[AT_X]->setTransform(transform);
-
- transform.p = m_TargetPos + m_Axis[AT_Y];
- transform.q = CalDirectionQuat(AT_Y);
- m_AxisConeRenderable[AT_Y]->setTransform(transform);
-
- transform.p = m_TargetPos + m_Axis[AT_Z];
- transform.q = CalDirectionQuat(AT_Z);
- m_AxisConeRenderable[AT_Z]->setTransform(transform);
- }
-
- if (m_bNeedResetColor)
- {
- if (m_AxisSelected == AT_X)
- {
- m_AxisConeRenderable[AT_X]->setColor(HIGHLIGHT_COLOR_F);
- }
- else
- {
- m_AxisConeRenderable[AT_X]->setColor(X_DIRECTION_COLOR_F);
- }
- if (m_AxisSelected == AT_Y)
- {
- m_AxisConeRenderable[AT_Y]->setColor(HIGHLIGHT_COLOR_F);
- }
- else
- {
- m_AxisConeRenderable[AT_Y]->setColor(Y_DIRECTION_COLOR_F);
- }
- if (m_AxisSelected == AT_Z)
- {
- m_AxisConeRenderable[AT_Z]->setColor(HIGHLIGHT_COLOR_F);
- }
- else
- {
- m_AxisConeRenderable[AT_Z]->setColor(Z_DIRECTION_COLOR_F);
- }
- }
- }
-
- if (showBox)
- {
- if (m_bNeedResetPos)
- {
- PxTransform transform;
-
- transform.p = m_TargetPos + m_Axis[AT_X] * defaultAxisModifier;
- transform.q = CalDirectionQuat(AT_X);
- m_AxisBoxRenderable[AT_X]->setTransform(transform);
-
- transform.p = m_TargetPos + m_Axis[AT_Y];
- transform.q = CalDirectionQuat(AT_Y);
- m_AxisBoxRenderable[AT_Y]->setTransform(transform);
-
- transform.p = m_TargetPos + m_Axis[AT_Z];
- transform.q = CalDirectionQuat(AT_Z);
- m_AxisBoxRenderable[AT_Z]->setTransform(transform);
- }
-
- if (m_bNeedResetColor)
- {
- if (m_AxisSelected == AT_X)
- {
- m_AxisBoxRenderable[AT_X]->setColor(HIGHLIGHT_COLOR_F);
- }
- else
- {
- m_AxisBoxRenderable[AT_X]->setColor(X_DIRECTION_COLOR_F);
- }
- if (m_AxisSelected == AT_Y)
- {
- m_AxisBoxRenderable[AT_Y]->setColor(HIGHLIGHT_COLOR_F);
- }
- else
- {
- m_AxisBoxRenderable[AT_Y]->setColor(Y_DIRECTION_COLOR_F);
- }
- if (m_AxisSelected == AT_Z)
- {
- m_AxisBoxRenderable[AT_Z]->setColor(HIGHLIGHT_COLOR_F);
- }
- else
- {
- m_AxisBoxRenderable[AT_Z]->setColor(Z_DIRECTION_COLOR_F);
- }
- }
- }
-
- if (showCircle)
- {
- if (m_bNeedResetPos)
- {
- PxQuat q = CalConvertQuat();
-
- m_CircleRenderBuffer.clear();
- std::vector<PxDebugLine>::iterator it;
- for (it = m_CircleRenderData.begin(); it != m_CircleRenderData.end(); it++)
- {
- PxDebugLine line = (*it);
-
- line.pos0 = q.rotate(line.pos0);
- line.pos1 = q.rotate(line.pos1);
-
- line.pos0 += m_TargetPos;
- line.pos1 += m_TargetPos;
-
- m_CircleRenderBuffer.m_lines.push_back(line);
- }
- }
-
- if (m_bNeedResetColor)
- {
- std::vector<PxDebugLine>& datas = m_CircleRenderData;
- std::vector<PxDebugLine>& lines = m_CircleRenderBuffer.m_lines;
- int linesize = lines.size();
- int linesize_per_axis = linesize / 3;
- float multiply;
- physx::PxU32 color;
-
- if (m_AxisSelected == AT_X)
- {
- for (int l = 0; l < linesize_per_axis; l++)
- {
- multiply = 1.0 * (l + 1) / linesize_per_axis;
- color = XMFLOAT4ToU32Color(DirectX::XMFLOAT4(multiply, multiply, 0, 1));
- lines[l].color0 = color;
- lines[l].color1 = color;
- }
- }
- else
- {
- for (int l = 0; l < linesize_per_axis; l++)
- {
- multiply = 1.0 * (l + 1) / linesize_per_axis;
- color = XMFLOAT4ToU32Color(DirectX::XMFLOAT4(multiply, 0, 0, 1));
- lines[l].color0 = color;
- lines[l].color1 = color;
- }
- }
- if (m_AxisSelected == AT_Y)
- {
- for (int l = linesize_per_axis; l < linesize_per_axis * 2; l++)
- {
- multiply = 1.0 * (l + 1 - linesize_per_axis) / linesize_per_axis;
- color = XMFLOAT4ToU32Color(DirectX::XMFLOAT4(multiply, multiply, 0, 1));
- lines[l].color0 = color;
- lines[l].color1 = color;
- }
- }
- else
- {
- for (int l = linesize_per_axis; l < linesize_per_axis * 2; l++)
- {
- multiply = 1.0 * (l + 1 - linesize_per_axis) / linesize_per_axis;
- color = XMFLOAT4ToU32Color(DirectX::XMFLOAT4(0, multiply, 0, 1));
- lines[l].color0 = color;
- lines[l].color1 = color;
- }
- }
- if (m_AxisSelected == AT_Z)
- {
- for (int l = linesize_per_axis * 2; l < linesize; l++)
- {
- multiply = 1.0 * (l + 1 - linesize_per_axis * 2) / linesize_per_axis;
- color = XMFLOAT4ToU32Color(DirectX::XMFLOAT4(multiply, multiply, 0, 1));
- lines[l].color0 = color;
- lines[l].color1 = color;
- }
- }
- else
- {
- for (int l = linesize_per_axis * 2; l < linesize; l++)
- {
- multiply = 1.0 * (l + 1 - linesize_per_axis * 2) / linesize_per_axis;
- color = XMFLOAT4ToU32Color(DirectX::XMFLOAT4(0, 0, multiply, 1));
- lines[l].color0 = color;
- lines[l].color1 = color;
- }
- }
- }
-
- getRenderer().queueRenderBuffer(&m_CircleRenderBuffer);
- }
-
- m_bNeedResetPos = false;
- m_bNeedResetColor = false;
-}
-
-LRESULT GizmoToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- PROFILER_SCOPED_FUNCTION();
-
- if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP)
- {
- float mouseX = (float)LOWORD(lParam);
- float mouseY = (float)HIWORD(lParam);
-
- PxVec3 eyePos, pickDir;
- getPhysXController().getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir);
- pickDir = pickDir.getNormalized();
-
- if (uMsg == WM_LBUTTONDOWN)
- {
- if (m_AxisSelected == AT_Num)
- {
- PxRaycastBufferN<32> hits;
- GetPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hits, PxHitFlag::ePOSITION | PxHitFlag::eMESH_MULTIPLE);
-
- PxU32 nbThouches = hits.getNbTouches();
- const PxRaycastHit* touches = hits.getTouches();
-
- PxRigidActor* actor = NULL;
- for (PxU32 u = 0; u < nbThouches; ++u)
- {
- const PxRaycastHit& t = touches[u];
- if (t.shape && getBlastController().isActorVisible(*(t.actor)))
- {
- actor = t.actor;
- }
- }
-
- if (actor)
- {
- PxRigidDynamic* rigidDynamic = actor->is<PxRigidDynamic>();
- if (NULL != rigidDynamic)
- {
- m_CurrentActor = rigidDynamic;
- getSelectionToolController().pointSelect(m_CurrentActor);
-
- PxTransform gp = m_CurrentActor->getGlobalPose();
-
- m_TargetPos = gp.p;
- m_Axis[AT_X] = gp.q.rotate(PxVec3(defaultAxisLength, 0, 0));
- m_Axis[AT_Y] = gp.q.rotate(PxVec3(0, defaultAxisLength, 0));
- m_Axis[AT_Z] = gp.q.rotate(PxVec3(0, 0, defaultAxisLength));
-
- m_bNeedResetPos = true;
- }
- else
- {
- m_CurrentActor = NULL;
- getSelectionToolController().clearSelect();
- }
- }
- }
- else
- {
- m_bGizmoFollowed = (m_CurrentActor != NULL);
-
- if (m_GizmoToolMode == GTM_Scale)
- {
- m_LastAxis[AT_X] = m_Axis[AT_X].getNormalized();
- m_LastAxis[AT_Y] = m_Axis[AT_Y].getNormalized();
- m_LastAxis[AT_Z] = m_Axis[AT_Z].getNormalized();
- }
- }
- }
- else if (uMsg == WM_MOUSEMOVE)
- {
- if (m_bGizmoFollowed)
- {
- switch (m_GizmoToolMode)
- {
- case GTM_Translate:
- {
- if (AppMainWindow::Inst().m_bGizmoWithLocal && !CanModifyLocal(m_CurrentActor))
- {
- char message[1024];
- sprintf(message, "Only unfractured model can be modify in local way in edit mode!");
- viewer_warn(message);
- return 1;
- }
-
- PxVec3 axis = m_Axis[m_AxisSelected];
- axis = axis.getNormalized();
- PxVec3 samplepoint = eyePos + pickDir;
- PxVec3 normal = m_LastEyeRay.cross(axis);
- normal = normal.getNormalized();
- PxVec3 foot;
- GetFootFromPointToPlane(samplepoint, eyePos, normal, foot);
- PxVec3 direction = foot - eyePos;
- direction = direction.getNormalized();
- PxVec3 target;
- GetIntersectBetweenLines(m_LastFoot, axis, eyePos, direction, target);
- PxVec3 delta = target - m_LastFoot;
-
- m_LastEyeRay = direction;
- m_LastFoot = target;
-
- PxTransform gp_old = m_CurrentActor->getGlobalPose();
- PxTransform gp_new(gp_old.p + delta, gp_old.q);
- m_CurrentActor->setGlobalPose(gp_new);
-
- bool modifyLocal = AppMainWindow::Inst().m_bGizmoWithLocal && CanModifyLocal(m_CurrentActor);
-
- if (!SampleManager::ins()->IsSimulating())
- {
- getBlastController().updateActorRenderableTransform(*m_CurrentActor, gp_new, modifyLocal);
- if (CanMapToRootChunk(m_CurrentActor) && !modifyLocal)
- UpdateAssetInstanceTransform(gp_new);
- }
-
- m_TargetPos = gp_new.p;
-
- if (modifyLocal)
- {
- modifyPxActorByLocalWay(GetPhysXScene(), *m_CurrentActor, gp_old, gp_new);
- }
-
- m_bNeedResetPos = true;
- m_bNeedResetColor = true;
- }
- break;
- case GTM_Scale:
- {
- if (AppMainWindow::Inst().m_bGizmoWithLocal && !CanModifyLocal(m_CurrentActor))
- {
- char message[1024];
- sprintf(message, "Only unfractured model can be modify in local way in edit mode!");
- viewer_warn(message);
- return 1;
- }
-
- PxVec3 axis = m_LastAxis[m_AxisSelected];
- PxVec3 samplepoint = eyePos + pickDir;
- PxVec3 normal = m_LastEyeRay.cross(axis);
- normal = normal.getNormalized();
- PxVec3 foot;
- GetFootFromPointToPlane(samplepoint, eyePos, normal, foot);
- PxVec3 direction = foot - eyePos;
- direction = direction.getNormalized();
- PxVec3 target;
- GetIntersectBetweenLines(m_LastFoot, axis, eyePos, direction, target);
- PxVec3 delta = target - m_LastFoot;
-
- if (m_AxisSelected == AT_X)
- {
- delta *= defaultAxisModifier;
- }
- m_Axis[m_AxisSelected] = m_LastAxis[m_AxisSelected] * defaultAxisLength + delta;
-
- bool isShift = (GetAsyncKeyState(VK_SHIFT) && 0x8000);
- if (isShift)
- {
- float length = m_Axis[m_AxisSelected].magnitude();
- m_Axis[AT_X] = m_LastAxis[AT_X] * length;
- m_Axis[AT_Y] = m_LastAxis[AT_Y] * length;
- m_Axis[AT_Z] = m_LastAxis[AT_Z] * length;
- }
-
- ScaleActor(false);
-
- m_bNeedResetPos = true;
- m_bNeedResetColor = true;
- }
- break;
-
- case GTM_Rotation:
- {
- if (AppMainWindow::Inst().m_bGizmoWithLocal && !CanModifyLocal(m_CurrentActor))
- {
- char message[1024];
- sprintf(message, "Only unfractured model can be modify in local way in edit mode!");
- viewer_warn(message);
- return 1;
- }
-
- PxVec3 planenormal = m_Axis[m_AxisSelected];
- planenormal = planenormal.getNormalized();
-
- PxVec3 from, to;
- CalPlaneLineIntersectPoint(from, planenormal, m_TargetPos, m_LastEyeRay, eyePos);
- CalPlaneLineIntersectPoint(to, planenormal, m_TargetPos, pickDir, eyePos);
- from = from - m_TargetPos;
- to = to - m_TargetPos;
- from = from.getNormalized();
- to = to.getNormalized();
- float cosangle = from.dot(to);
- float angle = PxAcos(cosangle);
- PxVec3 cross = from.cross(to);
- cross = cross.getNormalized();
-
- PxQuat q(angle, cross);
- if (m_AxisSelected == AT_X)
- {
- m_Axis[AT_Y] = q.rotate(m_Axis[AT_Y]);
- m_Axis[AT_Z] = q.rotate(m_Axis[AT_Z]);
- }
- else if (m_AxisSelected == AT_Y)
- {
- m_Axis[AT_X] = q.rotate(m_Axis[AT_X]);
- m_Axis[AT_Z] = q.rotate(m_Axis[AT_Z]);
- }
- else if (m_AxisSelected == AT_Z)
- {
- m_Axis[AT_X] = q.rotate(m_Axis[AT_X]);
- m_Axis[AT_Y] = q.rotate(m_Axis[AT_Y]);
- }
-
- m_LastEyeRay = pickDir;
-
- PxTransform gp_old = m_CurrentActor->getGlobalPose();
- PxTransform gp_new = PxTransform(gp_old.p, CalConvertQuat());
- m_CurrentActor->setGlobalPose(gp_new);
- bool modifyLocal = AppMainWindow::Inst().m_bGizmoWithLocal && CanModifyLocal(m_CurrentActor);
-
- if (!SampleManager::ins()->IsSimulating())
- {
- getBlastController().updateActorRenderableTransform(*m_CurrentActor, gp_new, modifyLocal);
- if (CanMapToRootChunk(m_CurrentActor))
- UpdateAssetInstanceTransform(gp_new);
- }
-
- if (modifyLocal)
- {
- modifyPxActorByLocalWay(GetPhysXScene(), *m_CurrentActor, gp_old, gp_new);
- }
-
- m_bNeedResetPos = true;
- m_bNeedResetColor = true;
- }
- break;
- }
- }
- else if(m_CurrentActor != NULL)
- {
- m_LastEyeRay = pickDir;
-
- // get axis which intersect with this eye ray
- AxisType as = AT_Num;
- {
- double distanceMin = PX_MAX_F32;
- double tolerance = defaultAxisLength / 20.0f;
- int line_index = -1;
- PxVec3 foot;
- switch (m_GizmoToolMode)
- {
- case GTM_Translate:
- {
- std::vector<PxDebugLine>& lines = m_AxisRenderBuffer.m_lines;
- int linesize = lines.size();
- for (int l = 0; l < linesize; l++)
- {
- PxVec3 start = lines[l].pos0;
- PxVec3 end = lines[l].pos1;
- PxVec3 dir = end - start;
-
- // separate the line to 10 segment
- for (int segment = 0; segment <= 10; segment++)
- {
- PxVec3 vertex = start + 0.1 * segment * dir;
- double distance = DistanceFromPointToLine(vertex, eyePos, pickDir, foot);
-
- if (distance < distanceMin)
- {
- distanceMin = distance;
- line_index = l;
- m_LastFoot = foot;
- }
- }
- }
- if (distanceMin < tolerance)
- {
- int axis_index = line_index * 3 / linesize;
- as = (AxisType)axis_index;
- }
- }
- break;
- case GTM_Scale:
- {
- std::vector<PxDebugLine>& lines = m_AxisRenderBuffer.m_lines;
- int linesize = lines.size();
- for (int l = 0; l < linesize; l++)
- {
- PxVec3 vertex = lines[l].pos1;
- double distance = DistanceFromPointToLine(vertex, eyePos, pickDir, foot);
-
- if (distance < distanceMin)
- {
- distanceMin = distance;
- line_index = l;
- m_LastFoot = foot;
- }
- }
- if (distanceMin < tolerance)
- {
- as = (AxisType)line_index;
- }
- }
- break;
- case GTM_Rotation:
- {
- std::vector<PxDebugLine>& lines = m_CircleRenderBuffer.m_lines;
- int linesize = lines.size();
- for (int l = 0; l < linesize; l++)
- {
- PxVec3 vertex = lines[l].pos0;
- double distance = DistanceFromPointToLine(vertex, eyePos, pickDir, foot);
-
- if (distance < distanceMin)
- {
- distanceMin = distance;
- line_index = l;
- m_LastFoot = foot;
- }
- }
- if (distanceMin < tolerance)
- {
- int axis_index = line_index * 3 / linesize;
- as = (AxisType)axis_index;
- }
- }
- break;
- default:
- break;
- }
- }
- setAxisSelected(as);
- }
- }
- else if (uMsg == WM_LBUTTONUP)
- {
- if (m_GizmoToolMode == GTM_Scale)
- {
- if (m_AxisSelected != AT_Num)
- {
- if (NULL != m_CurrentActor)
- {
- ScaleActor(true);
- }
-
- m_Axis[AT_X] = m_LastAxis[AT_X] * defaultAxisLength;
- m_Axis[AT_Y] = m_LastAxis[AT_Y] * defaultAxisLength;
- m_Axis[AT_Z] = m_LastAxis[AT_Z] * defaultAxisLength;
- }
- }
-
- if (m_AxisSelected != AT_Num && AppMainWindow::Inst().m_bGizmoWithLocal)
- {
- getBlastController().updateModelMeshToProjectParam(*m_CurrentActor);
- }
-
- m_bNeedResetPos = true;
- m_bNeedResetColor = true;
- m_bGizmoFollowed = false;
- }
- }
-
- return 1;
-}
-
-void GizmoToolController::drawUI()
-{
-}
-
-void GizmoToolController::setGizmoToolMode(GizmoToolMode mode)
-{
- if (mode == m_GizmoToolMode)
- {
- return;
- }
-
- m_GizmoToolMode = mode;
-
- m_bNeedResetPos = true;
- m_bNeedResetColor = true;
-
- showAxisRenderables(true);
-}
-
-void GizmoToolController::setAxisSelected(AxisType type)
-{
- if (type == m_AxisSelected)
- {
- return;
- }
-
- m_AxisSelected = type;
- m_bNeedResetColor = true;
-}
-
-void GizmoToolController::setAxisLength(float axisLength)
-{
- defaultAxisLength = axisLength;
- UpdateCircleRenderData(axisLength);
-
- float scale = axisLength / 10.f * 0.2f;
- m_AxisConeRenderable[AT_X]->setScale(PxVec3(scale, 2 * scale, scale));
- m_AxisConeRenderable[AT_Y]->setScale(PxVec3(scale, 2 * scale, scale));
- m_AxisConeRenderable[AT_Z]->setScale(PxVec3(scale, 2 * scale, scale));
-
- m_AxisBoxRenderable[AT_X]->setScale(PxVec3(scale, scale, scale));
- m_AxisBoxRenderable[AT_Y]->setScale(PxVec3(scale, scale, scale));
- m_AxisBoxRenderable[AT_Z]->setScale(PxVec3(scale, scale, scale));
-
- m_bNeedResetPos = true;
-}
-
-void GizmoToolController::showAxisRenderables(bool show)
-{
- bool isTranslate = m_GizmoToolMode == GTM_Translate;
- bool isScale = m_GizmoToolMode == GTM_Scale;
-
- m_AxisConeRenderable[AT_X]->setHidden(!show || !isTranslate);
- m_AxisConeRenderable[AT_Y]->setHidden(!show || !isTranslate);
- m_AxisConeRenderable[AT_Z]->setHidden(!show || !isTranslate);
- m_AxisBoxRenderable[AT_X]->setHidden(!show || !isScale);
- m_AxisBoxRenderable[AT_Y]->setHidden(!show || !isScale);
- m_AxisBoxRenderable[AT_Z]->setHidden(!show || !isScale);
-}
-
-void GizmoToolController::resetPos()
-{
- m_TargetPos = PxVec3(-100, -100, -100);
- m_bNeedResetPos = true;
-
- m_AxisSelected = AT_Num;
- m_bNeedResetColor = true;
-
- m_CurrentActor = NULL;
-}
-
-void GizmoToolController::setTargetActor(PxActor* actor)
-{
- m_bNeedResetPos = true;
- m_CurrentActor = nullptr;
- if (actor == nullptr)
- {
- return;
- }
- PxRigidDynamic* rigidDynamic = actor->is<PxRigidDynamic>();
- if (rigidDynamic == nullptr)
- {
- return;
- }
-
- m_CurrentActor = rigidDynamic;
- getSelectionToolController().pointSelect(m_CurrentActor);
-
- PxTransform gp = m_CurrentActor->getGlobalPose();
-
- m_TargetPos = gp.p;
- m_Axis[AT_X] = gp.q.rotate(PxVec3(defaultAxisLength, 0, 0));
- m_Axis[AT_Y] = gp.q.rotate(PxVec3(0, defaultAxisLength, 0));
- m_Axis[AT_Z] = gp.q.rotate(PxVec3(0, 0, defaultAxisLength));
-}
-
-PxActor* GizmoToolController::getTargetActor()
-{
- return m_CurrentActor;
-}
-
-physx::PxScene& GizmoToolController::GetPhysXScene()
-{
- if (getManager()->IsSimulating())
- {
- return getPhysXController().getPhysXScene();
- }
- else
- {
- return getPhysXController().getEditPhysXScene();
- }
-}
-
-void GizmoToolController::UpdateCircleRenderData(float axisLength)
-{
- int segment = 36;
- double span = PxTwoPi / segment;
- PxVec3* vertex = new PxVec3[segment];
- m_CircleRenderData.clear();
-
- for (int i = 0; i < segment; i++)
- {
- vertex[i].x = 0;
- vertex[i].y = axisLength * PxSin(i * span);
- vertex[i].z = axisLength * PxCos(i * span);
- }
- // x
- for (int i = 0; i < segment - 1; i++)
- {
- m_CircleRenderData.push_back(PxDebugLine(vertex[i], vertex[i + 1], X_DIRECTION_COLOR_U));
- }
- m_CircleRenderData.push_back(PxDebugLine(vertex[segment - 1], vertex[0], X_DIRECTION_COLOR_U));
-
- for (int i = 0; i < segment; i++)
- {
- vertex[i].x = axisLength * PxCos(i * span);
- vertex[i].y = 0;
- vertex[i].z = axisLength * PxSin(i * span);
- }
- // y
- for (int i = 0; i < segment - 1; i++)
- {
- m_CircleRenderData.push_back(PxDebugLine(vertex[i], vertex[i + 1], Y_DIRECTION_COLOR_U));
- }
- m_CircleRenderData.push_back(PxDebugLine(vertex[segment - 1], vertex[0], Y_DIRECTION_COLOR_U));
-
- for (int i = 0; i < segment; i++)
- {
- vertex[i].x = axisLength * PxCos(i * span);
- vertex[i].y = axisLength * PxSin(i * span);
- vertex[i].z = 0;
- }
- // z
- for (int i = 0; i < segment - 1; i++)
- {
- m_CircleRenderData.push_back(PxDebugLine(vertex[i], vertex[i + 1], Z_DIRECTION_COLOR_U));
- }
- m_CircleRenderData.push_back(PxDebugLine(vertex[segment - 1], vertex[0], Z_DIRECTION_COLOR_U));
-
- delete[] vertex;
- vertex = NULL;
-}
-
-bool GizmoToolController::CalPlaneLineIntersectPoint(PxVec3& result, PxVec3 planeNormal, PxVec3 planePoint, PxVec3 linedirection, PxVec3 linePoint)
-{
- float dot = planeNormal.dot(linedirection);
- if (dot == 0)
- {
- return false;
- }
- else
- {
- float t = ((planePoint[0] - linePoint[0]) * planeNormal[0] +
- (planePoint[1] - linePoint[1]) * planeNormal[1] +
- (planePoint[2] - linePoint[2]) * planeNormal[2]) / dot;
- result = linePoint + linedirection * t;
- }
- return true;
-}
-
-float GizmoToolController::DistanceFromPointToLine(PxVec3& point, PxVec3& origin, PxVec3& direction, PxVec3& foot)
-{
- direction = direction.getNormalized();
- PxVec3 sub = point - origin;
- float t = direction.dot(sub);
- foot = origin + direction * t;
- PxVec3 dis = point - foot;
- return dis.magnitude();
-}
-
-bool GizmoToolController::GetFootFromPointToPlane(PxVec3& point, PxVec3& origin, PxVec3& normal, PxVec3& foot)
-{
- return CalPlaneLineIntersectPoint(foot, normal, origin, normal, point);
-}
-
-bool GizmoToolController::GetIntersectBetweenLines(PxVec3& origin1, PxVec3& direction1, PxVec3& origin2, PxVec3& direction2, PxVec3& intersect)
-{
- float test = ((origin2 - origin1).getNormalized()).dot(direction1.cross(direction2));
- if (direction1.cross(direction2).isZero())
- {// if two lines are parallel
- return false;
- }
- else if (abs(test) >= 0.001)
- {// if two lines aren't in the same plane
- return false;
- }
-
- PxVec3 normal1 = direction1.cross(direction2);
- PxVec3 normal2 = normal1.cross(direction1);
- normal2 = normal2.getNormalized();
- return CalPlaneLineIntersectPoint(intersect, normal2, origin1, direction2, origin2);
-}
-
-PxQuat GizmoToolController::CalDirectionQuat(AxisType type)
-{
- PxVec3 origin(0, 1, 0);
- PxVec3 target = m_Axis[type];
- if (type == AT_X)
- {
- target *= defaultAxisModifier;
- }
- target = target.getNormalized();
- PxVec3 cross = origin.cross(target);
- cross = cross.getNormalized();
- float cos = origin.dot(target);
- float angle = PxAcos(cos);
- PxQuat q(angle, cross);
- return q;
-}
-
-PxQuat GizmoToolController::CalConvertQuat()
-{
- PxVec3 x_origin(1, 0, 0);
- PxVec3 y_origin(0, 1, 0);
- PxVec3 z_origin(0, 0, 1);
-
- PxVec3 x_target = m_Axis[AT_X];
- PxVec3 y_target = m_Axis[AT_Y];
- x_target = x_target.getNormalized();
- y_target = y_target.getNormalized();
-
- PxVec3 x_cross = x_origin.cross(x_target);
- x_cross = x_cross.getNormalized();
- float x_cos = x_origin.dot(x_target);
- float x_angle = PxAcos(x_cos);
- PxQuat x_quat(x_angle, x_cross);
-
- PxVec3 y_interval = x_quat.rotate(y_origin);
-
- PxVec3 y_cross = y_interval.cross(y_target);
- y_cross = y_cross.getNormalized();
- float y_cos = y_interval.dot(y_target);
- float y_angle = PxAcos(y_cos);
- PxQuat y_quat(y_angle, y_cross);
-
- PxQuat q = y_quat * x_quat;
- return q;
-}
-
-void GizmoToolController::ScaleActor(bool replace)
-{
- if (nullptr == m_CurrentActor)
- {
- return;
- }
-
- bool isLocal = AppMainWindow::Inst().m_bGizmoWithLocal;
-
- if (isLocal && !CanModifyLocal(m_CurrentActor))
- {
- char message[1024];
- sprintf(message, "Only unfractured model can be modify in local way in edit mode!");
- viewer_warn(message);
- return;
- }
-
- BlastFamilyPtr pBlastFamily = getBlastController().getFamilyByPxActor(*m_CurrentActor);
- if (NULL == pBlastFamily)
- {
- return;
- }
-
- float multiply = m_Axis[m_AxisSelected].magnitude() / defaultAxisLength;
- if (m_Axis[m_AxisSelected].dot(m_LastAxis[m_AxisSelected]) < 0)
- {
- multiply = -multiply;
- }
- PxVec3 delta(1, 1, 1);
- bool isShift = (GetAsyncKeyState(VK_SHIFT) && 0x8000);
- if (isShift)
- {
- delta *= multiply;
- }
- else
- {
- delta[m_AxisSelected] = multiply;
- }
- PxMat44 scale = PxMat44(PxVec4(delta, 1));
-
- if (!isLocal)
- {
- PxTransform gp = m_CurrentActor->getGlobalPose();
- uint32_t shapesCount = m_CurrentActor->getNbShapes();
- if (shapesCount > 0)
- {
- std::vector<PxShape*> shapes(shapesCount);
- m_CurrentActor->getShapes(&shapes[0], shapesCount);
- PxShape* shape = shapes[0];
- PxTransform lp = shape->getLocalPose();
- gp = gp * lp;
- }
- PxMat44 world = PxMat44(gp);
- PxMat44 worldInv = world.inverseRT();
- scale = world * scale * worldInv;
- }
-
- pBlastFamily->setActorScale(*m_CurrentActor, scale, replace);
-
- if (!replace)
- {
- return;
- }
-
- scalePxActor(GetPhysXScene(), *m_CurrentActor, scale);
-}
-
-bool GizmoToolController::CanMapToRootChunk(PxActor* actor)
-{
- if (actor)
- {
- BlastFamily* family = getBlastController().getFamilyByPxActor(*actor);
- if (family == nullptr)
- return false;
-
- const BlastAsset& asset = family->getBlastAsset();
- uint32_t chunkIndex = family->getChunkIndexByPxActor(*actor);
-
- std::vector<uint32_t> chunkIndexes;
- chunkIndexes.push_back(chunkIndex);
- std::vector<BlastChunkNode*> chunkNodes = BlastTreeData::ins().getChunkNodeByBlastChunk(&asset, chunkIndexes);
- if (chunkNodes.size() > 0)
- return BlastTreeData::isRoot(chunkNodes[0]);
- }
- return false;
-}
-
-bool GizmoToolController::CanModifyLocal(PxActor* actor)
-{
- if (nullptr != actor
- && !SampleManager::ins()->IsSimulating()
- && !getBlastController().isAssetFractrued(*actor))
- {
- return true;
- }
-
- return false;
-}
-
-void GizmoToolController::UpdateAssetInstanceTransform(const PxTransform& position)
-{
- if (!m_CurrentActor)
- return;
-
- BlastFamily* family = getBlastController().getFamilyByPxActor(*m_CurrentActor);
- if (family)
- {
- BPPAssetInstance* bppInstance = SampleManager::ins()->getInstanceByFamily(family);
-
- if (bppInstance)
- {
- bppInstance->transform.position = *((nvidia::NvVec3*)(&position.p));
- bppInstance->transform.rotation = *((nvidia::NvVec4*)(&position.q));
-
- family->initTransform(position);
- // modify corresponding asset's transform, it's need to modify in future
- {
- const BlastAsset& asset = family->getBlastAsset();
- SampleManager* sampleManager = SampleManager::ins();
- std::map<BlastAsset*, std::vector<BlastFamily*>>& AssetFamiliesMap = sampleManager->getAssetFamiliesMap();
- std::map<BlastAsset*, AssetList::ModelAsset>& AssetDescMap = sampleManager->getAssetDescMap();
-
- BlastAsset* pBlastAsset = (BlastAsset*)&asset;
-
- AssetList::ModelAsset& m = AssetDescMap[pBlastAsset];
- m.transform = position;
- }
- }
- }
-}
-
-void GizmoToolController::syncRenderableState()
-{
- bool depthTest = AppMainWindow::Inst().m_bGizmoWithDepthTest;
- m_AxisConeRenderable[AT_X]->setDepthTest(depthTest);
- m_AxisConeRenderable[AT_Y]->setDepthTest(depthTest);
- m_AxisConeRenderable[AT_Z]->setDepthTest(depthTest);
- m_AxisBoxRenderable[AT_X]->setDepthTest(depthTest);
- m_AxisBoxRenderable[AT_Y]->setDepthTest(depthTest);
- m_AxisBoxRenderable[AT_Z]->setDepthTest(depthTest);
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/GizmoToolController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/GizmoToolController.h
deleted file mode 100644
index 8586ad3..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/GizmoToolController.h
+++ /dev/null
@@ -1,167 +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.
-
-
-#ifndef GIZMO_TOOL_CONTROLLER_H
-#define GIZMO_TOOL_CONTROLLER_H
-
-#include "SampleManager.h"
-#include "DebugRenderBuffer.h"
-#include "NvBlastExtPxManager.h"
-#include "BlastSceneTree.h"
-
-class Renderable;
-class RenderMaterial;
-
-namespace Nv
-{
-namespace Blast
-{
-class ExtPhysicsActor;
-}
-}
-
-namespace physx
-{
- class PxScene;
-}
-
-enum AxisType
-{
- AT_X = 0,
- AT_Y = 1,
- AT_Z = 2,
- AT_Num
-};
-
-enum GizmoToolMode
-{
- GTM_Translate = 0,
- GTM_Scale,
- GTM_Rotation
-};
-
-void modifyPxActorByLocalWay(PxScene& pxScene, PxRigidDynamic& actor, PxTransform& gp_old, PxTransform& gp_new);
-void scalePxActor(PxScene& pxScene, PxRigidDynamic& actor, PxMat44& scale);
-
-class GizmoToolController : public ISampleController, public ISceneObserver
-{
-public:
- GizmoToolController();
- virtual ~GizmoToolController();
-
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Animate(double dt);
- void drawUI();
-
- virtual void onInitialize();
- virtual void onSampleStart();
- virtual void onSampleStop();
-
- virtual void dataSelected(std::vector<BlastNode*> selections);
-
- void setGizmoToolMode(GizmoToolMode mode);
- GizmoToolMode getGizmoToolMode() { return m_GizmoToolMode; }
- void setAxisSelected(AxisType type);
- void setAxisLength(float axisLength);
- void showAxisRenderables(bool show);
- void resetPos();
- void setTargetActor(PxActor* actor);
- PxActor* getTargetActor();
- void syncRenderableState();
- bool CanMapToRootChunk(PxActor* actor);
-
-private:
- GizmoToolController& operator= (GizmoToolController&);
-
- //////// private methods ////////
-
- physx::PxScene& GetPhysXScene();
- void UpdateCircleRenderData(float axisLength);
- bool CalPlaneLineIntersectPoint(PxVec3& result, PxVec3 planeNormal, PxVec3 planePoint, PxVec3 linedirection, PxVec3 linePoint);
- float DistanceFromPointToLine(PxVec3& point, PxVec3& origin, PxVec3& direction, PxVec3& foot);
- bool GetFootFromPointToPlane(PxVec3& point, PxVec3& origin, PxVec3& normal, PxVec3& foot);
- bool GetIntersectBetweenLines(PxVec3& origin1, PxVec3& direction1, PxVec3& origin2, PxVec3& direction2, PxVec3& intersect);
- PxQuat CalDirectionQuat(AxisType type);
- PxQuat CalConvertQuat();
- void ScaleActor(bool replace);
-
- bool CanModifyLocal(PxActor* actor);
- void UpdateAssetInstanceTransform(const PxTransform& position);
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
- PhysXController& getPhysXController() const
- {
- return getManager()->getPhysXController();
- }
-
- BlastController& getBlastController() const
- {
- return getManager()->getBlastController();
- }
-
- SelectionToolController& getSelectionToolController() const
- {
- return getManager()->getSelectionToolController();
- }
-
- //////// internal data ////////
-
- GizmoToolMode m_GizmoToolMode;
-
- bool m_bGizmoFollowed;
- PxVec3 m_LastEyeRay;
- PxVec3 m_LastFoot;
- PxVec3 m_LastAxis[AT_Num];
-
- PxRigidDynamic* m_CurrentActor;
-
- bool m_bNeedResetPos;
- bool m_bNeedResetColor;
-
- PxVec3 m_TargetPos;
- PxVec3 m_Axis[AT_Num];
- AxisType m_AxisSelected;
- Renderable* m_AxisConeRenderable[AT_Num];
- Renderable* m_AxisBoxRenderable[AT_Num];
-
- RenderMaterial* m_AxisRenderMaterial;
- DebugRenderBuffer m_AxisRenderBuffer;
-
- std::vector<PxDebugLine> m_CircleRenderData;
- DebugRenderBuffer m_CircleRenderBuffer;
-
- std::vector<BlastAssetInstanceNode*> m_assetInstances;
-};
-
-#endif // GIZMO_TOOL_CONTROLLER_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/SelectionToolController.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/SelectionToolController.cpp
deleted file mode 100644
index 4232fe4..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/SelectionToolController.cpp
+++ /dev/null
@@ -1,493 +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 "SelectionToolController.h"
-#include "RenderUtils.h"
-#include "BlastController.h"
-#include "Renderer.h"
-#include "PhysXController.h"
-#include "SampleProfiler.h"
-#include "GizmoToolController.h"
-
-#include <imgui.h>
-
-#include "NvBlastTkActor.h"
-#include "NvBlastExtDamageShaders.h"
-
-#include "PxRigidDynamic.h"
-#include "PxScene.h"
-#include "BlastSceneTree.h"
-#include "SimpleScene.h"
-using namespace Nv::Blast;
-using namespace physx;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Setup
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-SelectionToolController::SelectionToolController()
-{
- m_bRectSelecting = false;
- m_bDrawSelecting = false;
- m_bSelecting = false;
- m_ScreenRenderBuffer.clear();
- m_DrawSelectScreenPos.clear();
-
- BlastSceneTree::ins()->addObserver(this);
-}
-
-SelectionToolController::~SelectionToolController()
-{
-}
-
-void SelectionToolController::onSampleStart()
-{
-}
-
-void SelectionToolController::onInitialize()
-{
-}
-
-
-void SelectionToolController::onSampleStop()
-{
-}
-
-void SelectionToolController::dataSelected(std::vector<BlastNode*> selections)
-{
- m_actorsSelected.clear();
-
- BlastController& blastController = getBlastController();
- std::vector<BlastFamilyPtr>& families = blastController.getFamilies();
-
- for (BlastFamily* family : families)
- {
- std::vector<uint32_t> selectedChunks = family->getSelectedChunks();
- for (uint32_t chunkIndex : selectedChunks)
- {
- PxActor* actor = nullptr;
- family->getPxActorByChunkIndex(chunkIndex, &actor);
-
- if (actor)
- {
- m_actorsSelected.emplace(actor);
- }
- }
- }
-}
-
-void SelectionToolController::Animate(double dt)
-{
- PROFILER_SCOPED_FUNCTION();
-
- if (m_ScreenRenderBuffer.getNbLines() > 0)
- {
- getRenderer().queueRenderBuffer(&m_ScreenRenderBuffer, true);
- }
-}
-
-
-LRESULT SelectionToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
-{
- PROFILER_SCOPED_FUNCTION();
-
- if (uMsg == WM_LBUTTONDOWN || uMsg == WM_RBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP || uMsg == WM_RBUTTONUP)
- {
- float mouseX = (short)LOWORD(lParam) / getRenderer().getScreenWidth();
- float mouseY = (short)HIWORD(lParam) / getRenderer().getScreenHeight();
-
- if (uMsg == WM_LBUTTONDOWN || uMsg == WM_RBUTTONDOWN)
- {
- m_ScreenRenderBuffer.clear();
-
- bool isCtrl = (GetAsyncKeyState(VK_CONTROL) && 0x8000);
- bool isAlt = (GetAsyncKeyState(VK_MENU) && 0x8000);
- bool isLight = (GetAsyncKeyState('L') && 0x8000);
- // ctrl+leftbutton is used for light changing
- // alt+leftbutton is used for camera rotate movement in AppMainWindow.cpp
- // so, we use rect select when ctrl and alt off
- bool Selecting = !(isAlt || isLight);// !(isCtrl || isAlt);
-
- if (uMsg == WM_LBUTTONDOWN && !m_bDrawSelecting)
- {
- m_RectSelectScreenPos.x = mouseX;
- m_RectSelectScreenPos.y = mouseY;
-
- m_bRectSelecting = Selecting;
- }
- else // uMsg == WM_RBUTTONDOWN
- {
- m_DrawSelectScreenPos.push_back(PxVec2(mouseX, mouseY));
-
- m_bDrawSelecting = Selecting;
- }
-
- m_bSelecting = m_bRectSelecting || m_bDrawSelecting;
- }
- else if (uMsg == WM_MOUSEMOVE)
- {
- if (m_bRectSelecting)
- {
- float left, right, top, bottom;
- left = right = mouseX;
- top = bottom = mouseY;
- if (mouseX > m_RectSelectScreenPos.x)
- {
- left = m_RectSelectScreenPos.x;
- }
- else
- {
- right = m_RectSelectScreenPos.x;
- }
- if (mouseY > m_RectSelectScreenPos.y)
- {
- top = m_RectSelectScreenPos.y;
- }
- else
- {
- bottom = m_RectSelectScreenPos.y;
- }
-
- m_ScreenRenderBuffer.clear();
-
- PxVec3 left_top(left, top, 0);
- PxVec3 left_bottom(left, bottom, 0);
- PxVec3 right_bottom(right, bottom, 0);
- PxVec3 right_top(right, top, 0);
- DirectX::XMFLOAT4 LINE_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
- m_ScreenRenderBuffer.m_lines.push_back(PxDebugLine(left_top, left_bottom, XMFLOAT4ToU32Color(LINE_COLOR)));
- m_ScreenRenderBuffer.m_lines.push_back(PxDebugLine(left_bottom, right_bottom, XMFLOAT4ToU32Color(LINE_COLOR)));
- m_ScreenRenderBuffer.m_lines.push_back(PxDebugLine(right_bottom, right_top, XMFLOAT4ToU32Color(LINE_COLOR)));
- m_ScreenRenderBuffer.m_lines.push_back(PxDebugLine(right_top, left_top, XMFLOAT4ToU32Color(LINE_COLOR)));
- }
- }
- else if (uMsg == WM_LBUTTONUP)
- {
- bool isAlt = (GetAsyncKeyState(VK_MENU) && 0x8000);
- bool isLight = (GetAsyncKeyState('L') && 0x8000);
- if (m_bSelecting && !(isAlt || isLight))
- {
- bool isShift = (GetAsyncKeyState(VK_SHIFT) && 0x8000);
- bool isCtrl = (GetAsyncKeyState(VK_CONTROL) && 0x8000);
-
- SelectMode selectMode = SM_RESET;
- if (isShift && isCtrl)
- {
- selectMode = SM_REMAIN;
- }
- else if (isShift)
- {
- selectMode = SM_ADD;
- }
- else if (isCtrl)
- {
- selectMode = SM_SUB;
- }
-
- Renderer* pRenderer = Renderer::Inst();
- std::vector<PxVec2> screenPoints;
- std::map<int, std::set<int>> selection;
-
- if (m_bRectSelecting)
- {
- int width = getRenderer().getScreenWidth();
- int height = getRenderer().getScreenHeight();
- int deltaX = (mouseX - m_RectSelectScreenPos.x) * width;
- int deltaY = (mouseY - m_RectSelectScreenPos.y) * height;
- float distance = deltaX * deltaX + deltaY * deltaY;
- if (distance < 1)
- {
- // point select
- screenPoints.push_back(m_RectSelectScreenPos);
- }
- else
- {
- // rect select
- float left, right, top, bottom;
- left = right = mouseX;
- top = bottom = mouseY;
- if (mouseX > m_RectSelectScreenPos.x)
- {
- left = m_RectSelectScreenPos.x;
- }
- else
- {
- right = m_RectSelectScreenPos.x;
- }
- if (mouseY > m_RectSelectScreenPos.y)
- {
- top = m_RectSelectScreenPos.y;
- }
- else
- {
- bottom = m_RectSelectScreenPos.y;
- }
-
- screenPoints.push_back(PxVec2(left, top));
- screenPoints.push_back(PxVec2(right, bottom));
- }
- }
- else if(m_bDrawSelecting)
- {
- // draw select
- if (m_DrawSelectScreenPos.size() > 2)
- {
- screenPoints.swap(m_DrawSelectScreenPos);
- }
- }
-
- pRenderer->fetchSelection(screenPoints, selection);
-
- std::set<PxActor*> actors;
- PxActor* pActor;
- BlastController& blastController = getBlastController();
- for (std::pair<int, std::set<int>> familychunksId : selection)
- {
- BlastFamily* pBlastFamily = blastController.getFamilyById(familychunksId.first);
- std::set<int>& chunkIds = familychunksId.second;
- for (int chunkId : chunkIds)
- {
- pBlastFamily->getPxActorByChunkIndex(chunkId, &pActor);
- if (pActor != nullptr)
- {
- actors.emplace(pActor);
- }
- }
- }
- rangeSelect(actors, selectMode);
- }
-
- m_DrawSelectScreenPos.clear();
- m_ScreenRenderBuffer.clear();
- m_bRectSelecting = false;
- m_bDrawSelecting = false;
- m_bSelecting = false;
- }
- else if (uMsg == WM_RBUTTONUP)
- {
- /*
- if (m_actorsSelected.size() > 1)
- {
- return 1;
- }
- */
- if (m_bDrawSelecting)
- {
- m_ScreenRenderBuffer.clear();
-
- DirectX::XMFLOAT4 LINE_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
-
- int size = m_DrawSelectScreenPos.size() - 1;
- if (size == 0)
- {
- return 1;
- }
-
- PxVec3 from(0, 0, 0);
- PxVec3 to(0, 0, 0);
- for (int i = 0; i < size; i++)
- {
- from.x = m_DrawSelectScreenPos[i].x;
- from.y = m_DrawSelectScreenPos[i].y;
- to.x = m_DrawSelectScreenPos[i + 1].x;
- to.y = m_DrawSelectScreenPos[i + 1].y;
- m_ScreenRenderBuffer.m_lines.push_back(
- PxDebugLine(from, to, XMFLOAT4ToU32Color(LINE_COLOR)));
- }
- // connect tail and head to close
- from.x = m_DrawSelectScreenPos[0].x;
- from.y = m_DrawSelectScreenPos[0].y;
- m_ScreenRenderBuffer.m_lines.push_back(
- PxDebugLine(to, from, XMFLOAT4ToU32Color(LINE_COLOR)));
- }
- }
- }
-
- return 1;
-}
-
-void SelectionToolController::drawUI()
-{
-}
-
-void SelectionToolController::pointSelect(PxActor* actor, SelectMode selectMode)
-{
- std::set<PxActor*> actors;
- actors.emplace(actor);
- rangeSelect(actors, selectMode);
-}
-
-void SelectionToolController::rangeSelect(std::set<PxActor*>& actorsToSelect, SelectMode selectMode)
-{
- if (selectMode == SM_RESET)
- {
- clearSelect();
-
- for (PxActor* actor : actorsToSelect)
- {
- if (getBlastController().isActorVisible(*actor))
- {
- setActorSelected(*actor, true);
- m_actorsSelected.emplace(actor);
- }
- }
- }
- else if (selectMode == SM_ADD)
- {
- for (PxActor* actor : actorsToSelect)
- {
- if (getBlastController().isActorVisible(*actor))
- {
- setActorSelected(*actor, true);
- m_actorsSelected.emplace(actor);
- }
- }
- }
- else if (selectMode == SM_SUB)
- {
- for (PxActor* actor : actorsToSelect)
- {
- setActorSelected(*actor, false);
- m_actorsSelected.erase(actor);
- }
- }
-
- BlastSceneTree::ins()->updateChunkItemSelection();
- trySelectAssetInstanceNode(m_actorsSelected);
-}
-
-void SelectionToolController::clearSelect()
-{
- for (PxActor* actor : m_actorsSelected)
- {
- setActorSelected(*actor, false);
- }
-
- m_actorsSelected.clear();
- SampleManager::ins()->clearChunksSelected();
-}
-
-void SelectionToolController::setTargetActor(PxActor* actor)
-{
- if (actor == nullptr)
- {
- return;
- }
-
- setActorSelected(*actor, true);
- m_actorsSelected.emplace(actor);
-
- BlastSceneTree::ins()->updateChunkItemSelection();
- trySelectAssetInstanceNode(m_actorsSelected);
-}
-
-PxActor* SelectionToolController::getTargetActor()
-{
- PxActor* targetActor = nullptr;
- if (m_actorsSelected.size() > 0)
- {
- targetActor = *m_actorsSelected.begin();
- }
- return targetActor;
-}
-
-void SelectionToolController::setTargetActors(std::set<PxActor*>& actors)
-{
- for (PxActor* actor : actors)
- {
- setActorSelected(*actor, true);
- m_actorsSelected.emplace(actor);
- }
-
- BlastSceneTree::ins()->updateChunkItemSelection();
- trySelectAssetInstanceNode(m_actorsSelected);
-}
-
-std::set<PxActor*> SelectionToolController::getTargetActors()
-{
- return m_actorsSelected;
-}
-
-void SelectionToolController::trySelectAssetInstanceNode(std::set<PxActor*>& selectedActors)
-{
- BlastController& blastController = getBlastController();
- GizmoToolController& gizmoToolController = getManager()->getGizmoToolController();
-
- for (PxActor* actor : selectedActors)
- {
- if (gizmoToolController.CanMapToRootChunk(actor))
- {
- BlastFamily* family = getBlastController().getFamilyByPxActor(*actor);
- BlastSceneTree::ins()->selectTreeItem(family);
- }
- }
-}
-
-physx::PxScene& SelectionToolController::GetPhysXScene()
-{
- if (getManager()->IsSimulating())
- {
- return getPhysXController().getPhysXScene();
- }
- else
- {
- return getPhysXController().getEditPhysXScene();
- }
-}
-
-void SelectionToolController::setActorSelected(const PxActor& actor, bool selected)
-{
- std::vector<BlastFamilyPtr>& families = getBlastController().getFamilies();
- if (families.size() == 0)
- {
- return;
- }
-
- BlastFamilyPtr pBlastFamily = NULL;
- std::vector<BlastFamilyPtr>::iterator it = families.begin();
- for (; it != families.end(); it++)
- {
- BlastFamilyPtr f = *it;
- if (f->find(actor))
- {
- pBlastFamily = f;
- break;
- }
- }
- if (NULL == pBlastFamily)
- {
- return;
- }
-
- pBlastFamily->setActorSelected(actor, selected);
-} \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/SelectionToolController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/SelectionToolController.h
deleted file mode 100644
index d90ae36..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/SelectionToolController.h
+++ /dev/null
@@ -1,121 +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.
-
-
-#ifndef SELECTION_TOOL_CONTROLLER_H
-#define SELECTION_TOOL_CONTROLLER_H
-
-#include "SampleManager.h"
-#include "PxVec2.h"
-#include "PxVec3.h"
-#include "DebugRenderBuffer.h"
-#include "BlastFamily.h"
-#include "NvBlastExtPxManager.h"
-#include "BlastSceneTree.h"
-
-class Renderable;
-class RenderMaterial;
-
-namespace Nv
-{
-namespace Blast
-{
-class ExtPxActor;
-}
-}
-
-namespace physx
-{
- class PxScene;
-}
-
-class SelectionToolController : public ISampleController, public ISceneObserver
-{
-public:
- SelectionToolController();
- virtual ~SelectionToolController();
-
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Animate(double dt);
- void drawUI();
-
- virtual void onInitialize();
- virtual void onSampleStart();
- virtual void onSampleStop();
-
- virtual void dataSelected(std::vector<BlastNode*> selections);
-
- void pointSelect(PxActor* actor, SelectMode selectMode = SM_RESET);
- void rangeSelect(std::set<PxActor*>& actors, SelectMode selectMode = SM_RESET);
- void clearSelect();
-
- void setTargetActor(PxActor* actor);
- PxActor* getTargetActor();
-
- void setTargetActors(std::set<PxActor*>& actors);
- std::set<PxActor*> getTargetActors();
-
- void trySelectAssetInstanceNode(std::set<PxActor*>& selectedActors);
-
-private:
- SelectionToolController& operator= (SelectionToolController&);
-
- //////// private methods ////////
-
- physx::PxScene& GetPhysXScene();
-
- //////// used controllers ////////
-
- Renderer& getRenderer() const
- {
- return getManager()->getRenderer();
- }
-
- PhysXController& getPhysXController() const
- {
- return getManager()->getPhysXController();
- }
-
- BlastController& getBlastController() const
- {
- return getManager()->getBlastController();
- }
-
- //////// internal data ////////
-
- PxVec2 m_RectSelectScreenPos;
- bool m_bRectSelecting;
- std::vector<PxVec2> m_DrawSelectScreenPos;
- bool m_bDrawSelecting;
- DebugRenderBuffer m_ScreenRenderBuffer;
- bool m_bSelecting;
-
- void setActorSelected(const PxActor& actor, bool selected);
- std::set<PxActor*> m_actorsSelected;
-};
-
-#endif // SELECTION_TOOL_CONTROLLER_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/imgui_impl_dx11.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/imgui_impl_dx11.cpp
deleted file mode 100644
index 11f66f0..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/imgui_impl_dx11.cpp
+++ /dev/null
@@ -1,583 +0,0 @@
-// ImGui Win32 + DirectX11 binding
-// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-#include <imgui.h>
-#include "imgui_impl_dx11.h"
-
-// DirectX
-#include <d3d11.h>
-#include <d3dcompiler.h>
-#define DIRECTINPUT_VERSION 0x0800
-#include <dinput.h>
-
-// Data
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-
-static HWND g_hWnd = 0;
-static ID3D11Device* g_pd3dDevice = NULL;
-static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
-static ID3D11Buffer* g_pVB = NULL;
-static ID3D11Buffer* g_pIB = NULL;
-static ID3D10Blob * g_pVertexShaderBlob = NULL;
-static ID3D11VertexShader* g_pVertexShader = NULL;
-static ID3D11InputLayout* g_pInputLayout = NULL;
-static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
-static ID3D10Blob * g_pPixelShaderBlob = NULL;
-static ID3D11PixelShader* g_pPixelShader = NULL;
-static ID3D11SamplerState* g_pFontSampler = NULL;
-static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
-static ID3D11RasterizerState* g_pRasterizerState = NULL;
-static ID3D11BlendState* g_pBlendState = NULL;
-static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
-static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
-
-struct VERTEX_CONSTANT_BUFFER
-{
- float mvp[4][4];
-};
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
-{
- ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
-
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
- return;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
- desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
- return;
- }
-
- // Copy and convert all vertices into a single contiguous buffer
- D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
- if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
- return;
- if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
- memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.size();
- idx_dst += cmd_list->IdxBuffer.size();
- }
- ctx->Unmap(g_pVB, 0);
- ctx->Unmap(g_pIB, 0);
-
- // Setup orthographic projection matrix into our constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mapped_resource;
- if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
- return;
- VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
- float L = 0.0f;
- float R = ImGui::GetIO().DisplaySize.x;
- float B = ImGui::GetIO().DisplaySize.y;
- float T = 0.0f;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- ctx->Unmap(g_pVertexConstantBuffer, 0);
- }
-
- // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
- struct BACKUP_DX11_STATE
- {
- UINT ScissorRectsCount, ViewportsCount;
- D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
- D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
- ID3D11RasterizerState* RS;
- ID3D11BlendState* BlendState;
- FLOAT BlendFactor[4];
- UINT SampleMask;
- UINT StencilRef;
- ID3D11DepthStencilState* DepthStencilState;
- ID3D11ShaderResourceView* PSShaderResource;
- ID3D11SamplerState* PSSampler;
- ID3D11PixelShader* PS;
- ID3D11VertexShader* VS;
- UINT PSInstancesCount, VSInstancesCount;
- ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
- D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
- ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
- UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
- DXGI_FORMAT IndexBufferFormat;
- ID3D11InputLayout* InputLayout;
- };
- BACKUP_DX11_STATE old;
- old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
- ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
- ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
- ctx->RSGetState(&old.RS);
- ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
- ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
- ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
- ctx->PSGetSamplers(0, 1, &old.PSSampler);
- old.PSInstancesCount = old.VSInstancesCount = 256;
- ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
- ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
- ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
- ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
- ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
- ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
- ctx->IAGetInputLayout(&old.InputLayout);
-
- // Setup viewport
- D3D11_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D11_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0.0f;
- ctx->RSSetViewports(1, &vp);
-
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- ctx->IASetInputLayout(g_pInputLayout);
- ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
- ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
- ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->VSSetShader(g_pVertexShader, NULL, 0);
- ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
- ctx->PSSetShader(g_pPixelShader, NULL, 0);
- ctx->PSSetSamplers(0, 1, &g_pFontSampler);
-
- // Setup render state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
- ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
- ctx->RSSetState(g_pRasterizerState);
-
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.size();
- }
-
- // Restore modified DX state
- ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
- ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
- ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
- ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
- ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
- ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
- ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
- ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
- for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
- ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
- ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
- for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
- ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
- ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
- ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
- ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
-}
-
-IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- return true;
- case WM_LBUTTONUP:
- io.MouseDown[0] = false;
- return true;
- case WM_RBUTTONDOWN:
- io.MouseDown[1] = true;
- return true;
- case WM_RBUTTONUP:
- io.MouseDown[1] = false;
- return true;
- case WM_MBUTTONDOWN:
- io.MouseDown[2] = true;
- return true;
- case WM_MBUTTONUP:
- io.MouseDown[2] = false;
- return true;
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return true;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return true;
- case WM_KEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return true;
- case WM_KEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return true;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return true;
- }
- return 0;
-}
-
-static void ImGui_ImplDX11_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Upload texture to graphics system
- {
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
-
- ID3D11Texture2D *pTexture = NULL;
- D3D11_SUBRESOURCE_DATA subResource;
- subResource.pSysMem = pixels;
- subResource.SysMemPitch = desc.Width * 4;
- subResource.SysMemSlicePitch = 0;
- g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
-
- // Create texture view
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
- pTexture->Release();
- }
-
- // Store our identifier
- io.Fonts->TexID = (void *)g_pFontTextureView;
-
- // Create texture sampler
- {
- D3D11_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.MipLODBias = 0.f;
- desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- desc.MinLOD = 0.f;
- desc.MaxLOD = 0.f;
- g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
- }
-}
-
-bool ImGui_ImplDX11_CreateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return false;
- if (g_pFontSampler)
- ImGui_ImplDX11_InvalidateDeviceObjects();
-
- // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX11 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
-
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
-
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
- if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
- return false;
-
- // Create the input layout
- D3D11_INPUT_ELEMENT_DESC local_layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
- if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
- return false;
-
- // Create the constant buffer
- {
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
- }
- }
-
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- sampler sampler0;\
- Texture2D texture0;\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
-
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
- return false;
- }
-
- // Create the blending setup
- {
- D3D11_BLEND_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
- }
-
- // Create the rasterizer state
- {
- D3D11_RASTERIZER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.FillMode = D3D11_FILL_SOLID;
- desc.CullMode = D3D11_CULL_NONE;
- desc.ScissorEnable = true;
- desc.DepthClipEnable = true;
- g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
- }
-
- // Create depth-stencil State
- {
- D3D11_DEPTH_STENCIL_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- desc.BackFace = desc.FrontFace;
- g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
- }
-
- ImGui_ImplDX11_CreateFontsTexture();
-
- return true;
-}
-
-void ImGui_ImplDX11_InvalidateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return;
-
- if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
- if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
-
- if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
- if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
- if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
- if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
- if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
- if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
- if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
- if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
- if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
-}
-
-bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
-{
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- g_pd3dDeviceContext = device_context;
-
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
-
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
- io.ImeWindowHandle = g_hWnd;
-
- return true;
-}
-
-void ImGui_ImplDX11_Shutdown()
-{
- ImGui_ImplDX11_InvalidateDeviceObjects();
- ImGui::Shutdown();
- g_pd3dDevice = NULL;
- g_pd3dDeviceContext = NULL;
- g_hWnd = (HWND)0;
-}
-
-void ImGui_ImplDX11_NewFrame()
-{
- if (!g_pFontSampler)
- ImGui_ImplDX11_CreateDeviceObjects();
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
- // Hide OS mouse cursor if ImGui is drawing it
- SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
-
- // Start the frame
- ImGui::NewFrame();
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/imgui_impl_dx11.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/imgui_impl_dx11.h
deleted file mode 100644
index 7d6f710..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/ui/imgui_impl_dx11.h
+++ /dev/null
@@ -1,25 +0,0 @@
-// ImGui Win32 + DirectX11 binding
-// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-struct ID3D11Device;
-struct ID3D11DeviceContext;
-
-IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
-IMGUI_API void ImGui_ImplDX11_Shutdown();
-IMGUI_API void ImGui_ImplDX11_NewFrame();
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
-IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
-
-// Handler for Win32 messages, update mouse/keyboard data.
-// You may or not need this for your implementation, but it can serve as reference for handling inputs.
-// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
-/*
-IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-*/
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/PxInputDataFromPxFileBuf.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/PxInputDataFromPxFileBuf.h
deleted file mode 100644
index e309abd..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/PxInputDataFromPxFileBuf.h
+++ /dev/null
@@ -1,69 +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.
-
-
-#ifndef PXINPUTDATAFROMPXFILEBUF_H
-#define PXINPUTDATAFROMPXFILEBUF_H
-
-#include <PsFileBuffer.h>
-
-
-// Copied from APEX
-class PxInputDataFromPxFileBuf : public physx::PxInputData
-{
-public:
- PxInputDataFromPxFileBuf(physx::PxFileBuf& fileBuf) : mFileBuf(fileBuf) {}
-
- // physx::PxInputData interface
- virtual uint32_t getLength() const
- {
- return mFileBuf.getFileLength();
- }
-
- virtual void seek(uint32_t offset)
- {
- mFileBuf.seekRead(offset);
- }
-
- virtual uint32_t tell() const
- {
- return mFileBuf.tellRead();
- }
-
- // physx::PxInputStream interface
- virtual uint32_t read(void* dest, uint32_t count)
- {
- return mFileBuf.read(dest, count);
- }
-
- PX_NOCOPY(PxInputDataFromPxFileBuf)
-private:
- physx::PxFileBuf& mFileBuf;
-};
-
-
-#endif //PXINPUTDATAFROMPXFILEBUF_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleProfiler.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleProfiler.cpp
deleted file mode 100644
index cb63eeb..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleProfiler.cpp
+++ /dev/null
@@ -1,240 +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 "SampleProfiler.h"
-#include <map>
-#include <iostream>
-#include <fstream>
-#include <stack>
-
-using namespace std::chrono;
-
-struct ProfileData
-{
- steady_clock::time_point start;
-
- microseconds time;
- microseconds prevTime;
- microseconds maxTime;
- uint32_t calls;
- uint32_t prevCalls;
-
- ProfileData() : time(0), prevTime(0), maxTime(0), calls(0), prevCalls(0)
- {}
-};
-
-struct Node
-{
- ProfileData data;
- std::map<const char*, Node> childs;
- Node* parent;
-};
-
-static std::map<const char*, Node> s_roots;
-static Node* s_currentNode;
-static bool s_beginEndMismatch;
-static microseconds s_overhead;
-static microseconds s_prevOverhead;
-
-void SampleProfilerInit()
-{
- s_roots.clear();
- s_currentNode = nullptr;
- s_beginEndMismatch = false;
- s_overhead = microseconds();
-}
-
-void SampleProfilerBegin(const char* name)
-{
- auto start = steady_clock::now();
- {
- Node* parent = s_currentNode;
- if (s_currentNode == nullptr)
- {
- s_currentNode = &s_roots[name];
- }
- else
- {
- s_currentNode = &s_currentNode->childs[name];
- }
- s_currentNode->parent = parent;
- s_currentNode->data.calls++;
- s_currentNode->data.start = steady_clock::now();
- }
- s_overhead += duration_cast<microseconds>(steady_clock::now() - start);
-}
-
-void SampleProfilerEnd()
-{
- auto start = steady_clock::now();
- {
- if (s_currentNode)
- {
- auto& data = s_currentNode->data;
- data.time += duration_cast<microseconds>(steady_clock::now() - data.start);
- data.maxTime = data.time > data.maxTime ? data.time : data.maxTime;
- s_currentNode = s_currentNode->parent;
- }
- else
- {
- s_beginEndMismatch = true;
- }
- }
- s_overhead += duration_cast<microseconds>(steady_clock::now() - start);
-}
-
-struct SampleProfilerTreeIteratorImpl final : public SampleProfilerTreeIterator
-{
- struct StackNode
- {
- Node* node;
- const char* name;
- };
-
- SampleProfilerTreeIteratorImpl(std::map<const char*, Node>& roots)
- {
- for (auto& root : roots)
- {
- m_stack.emplace(StackNode { &root.second, root.first });
- }
-
- next();
- }
-
- virtual const Data* data() const override
- {
- return m_valid ? &m_data : nullptr;
- }
-
- Node* node()
- {
- return m_node;
- }
-
- virtual bool isDone() const
- {
- return !m_valid;
- }
-
- virtual void next()
- {
- if (!m_stack.empty())
- {
- auto& e = m_stack.top();
- m_stack.pop();
- m_node = e.node;
- m_data.depth = 0;
- m_data.hash = (uint64_t)m_node;
- for (const Node* p = m_node; p != nullptr; p = p->parent)
- {
- m_data.depth++;
- }
- m_data.name = e.name;
- m_data.calls = m_node->data.prevCalls;
- m_data.time = m_node->data.prevTime;
- m_data.maxTime = m_node->data.maxTime;
- m_data.hasChilds = !m_node->childs.empty();
-
- for (auto it = m_node->childs.rbegin(); it != m_node->childs.rend(); ++it)
- {
- m_stack.emplace(StackNode { &(*it).second, (*it).first });
- }
- m_valid = true;
- }
- else
- {
- m_valid = false;
- }
- }
-
- virtual void release()
- {
- delete this;
- }
-
- bool m_valid;
- Data m_data;
- Node* m_node;
- std::stack<StackNode > m_stack;
-};
-
-void SampleProfilerReset()
-{
- for (SampleProfilerTreeIteratorImpl it(s_roots); !it.isDone(); it.next())
- {
- auto& data = it.node()->data;
- data.prevTime = data.time;
- data.prevCalls = data.calls;
- data.time = microseconds();
- data.calls = 0;
- }
- s_currentNode = nullptr;
- s_beginEndMismatch = false;
- s_prevOverhead = s_overhead;
- s_overhead = microseconds();
-}
-
-bool SampleProfilerIsValid()
-{
- return !s_beginEndMismatch;
-}
-
-microseconds SampleProfilerGetOverhead()
-{
- return s_prevOverhead;
-}
-
-SampleProfilerTreeIterator* SampleProfilerCreateTreeIterator()
-{
- return SampleProfilerIsValid() ? new SampleProfilerTreeIteratorImpl(s_roots) : nullptr;
-}
-
-void SampleProfilerDumpToFile(const char* path)
-{
- std::ofstream myfile(path, std::ios_base::out);
- if (myfile.is_open())
- {
- if (s_beginEndMismatch)
- {
- myfile << "Error: Begin/End Mismatch.\n";
- }
- else
- {
- myfile << "[Root]\n";
- for(SampleProfilerTreeIteratorImpl it(s_roots); !it.isDone(); it.next())
- {
- auto data = it.data();
- for (uint32_t i = 0; i < data->depth; ++i)
- myfile << "\t";
- myfile << data->name << " --> calls: " << data->calls << ", total: " << data->time.count() * 0.001 << "ms\n";
- }
- }
-
- myfile.close();
- }
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleProfiler.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleProfiler.h
deleted file mode 100644
index 5f8a326..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleProfiler.h
+++ /dev/null
@@ -1,97 +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.
-
-
-#ifndef SAMPLEPROFILER_H
-#define SAMPLEPROFILER_H
-
-#include <chrono>
-
-#if NV_PROFILE
-
-void SampleProfilerInit();
-void SampleProfilerBegin(const char* name);
-void SampleProfilerEnd();
-void SampleProfilerReset();
-
-struct SampleProfilerScoped
-{
- SampleProfilerScoped(const char* name)
- {
- SampleProfilerBegin(name);
- }
-
- ~SampleProfilerScoped()
- {
- SampleProfilerEnd();
- }
-};
-
-#define PROFILER_INIT() SampleProfilerInit()
-#define PROFILER_BEGIN(x) SampleProfilerBegin(x)
-#define PROFILER_END() SampleProfilerEnd()
-#define PROFILER_SCOPED(x) SampleProfilerScoped __scopedProfiler__(x)
-#define PROFILER_SCOPED_FUNCTION() SampleProfilerScoped __scopedProfiler__(__FUNCTION__)
-#define PROFILER_RESET() SampleProfilerReset()
-
-#else
-
-#define PROFILER_INIT()
-#define PROFILER_BEGIN(x)
-#define PROFILER_END()
-#define PROFILER_SCOPED(x)
-#define PROFILER_SCOPED_FUNCTION()
-#define PROFILER_RESET()
-
-#endif
-
-void SampleProfilerDumpToFile(const char* path);
-bool SampleProfilerIsValid();
-std::chrono::microseconds SampleProfilerGetOverhead();
-
-struct SampleProfilerTreeIterator
-{
- struct Data
- {
- uint64_t hash;
- const char* name;
- bool hasChilds;
- uint32_t depth;
- std::chrono::microseconds time;
- std::chrono::microseconds maxTime;
- uint32_t calls;
- };
-
- virtual const Data* data() const = 0;
- virtual bool isDone() const = 0;
- virtual void next() = 0;
- virtual void release() = 0;
-};
-
-SampleProfilerTreeIterator* SampleProfilerCreateTreeIterator();
-
-#endif //SAMPLEPROFILER_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleTime.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleTime.h
deleted file mode 100644
index 8226cd4..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/SampleTime.h
+++ /dev/null
@@ -1,76 +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.
-
-
-#ifndef SAMPLE_TIME_H
-#define SAMPLE_TIME_H
-
-#include <stdint.h>
-
-class Time
-{
-public:
- Time() : m_lastTickCount(getTimeTicks()) {}
-
- double Time::getElapsedSeconds()
- {
- const int64_t lastTickCount = m_lastTickCount;
- m_lastTickCount = getTimeTicks();
- return (m_lastTickCount - lastTickCount) * s_secondsPerTick;
- }
-
- double Time::peekElapsedSeconds() const
- {
- return (getTimeTicks() - m_lastTickCount) * s_secondsPerTick;
- }
-
- double Time::getLastTime() const
- {
- return m_lastTickCount * s_secondsPerTick;
- }
-
-private:
- static double getTickDuration()
- {
- LARGE_INTEGER a;
- QueryPerformanceFrequency(&a);
- return 1.0 / (double)a.QuadPart;
- }
-
- int64_t getTimeTicks() const
- {
- LARGE_INTEGER a;
- QueryPerformanceCounter(&a);
- return a.QuadPart;
- }
-
- int64_t m_lastTickCount;
- static const double s_secondsPerTick;
-};
-
-
-#endif \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/UIHelpers.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/UIHelpers.h
deleted file mode 100644
index cdd50ff..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/UIHelpers.h
+++ /dev/null
@@ -1,74 +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.
-
-
-#ifndef UI_HELPERS_H
-#define UI_HELPERS_H
-
-#include "imgui.h"
-#include "PxVec3.h"
-
-
-static void ImGui_DragFloat3Dir(const char* label, float v[3])
-{
- if (ImGui::Button("Normalize"))
- {
- ((physx::PxVec3*)v)->normalize();
- }
- ImGui::SameLine();
- ImGui::DragFloat3(label, v);
-};
-
-
-#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
-
-template<int valuesCount = 90>
-class PlotLinesInstance
-{
-public:
- PlotLinesInstance()
- {
- memset(m_values, 0, sizeof(float) * valuesCount);
- }
-
- void plot(const char* label, float newValue, const char* overlay_text, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 80))
- {
- for (; ImGui::GetTime() > m_time + 1.0f / 60.0f; m_time += 1.0f / 60.0f)
- {
- m_values[m_offset] = newValue;
- m_offset = (m_offset + 1) % valuesCount;
- }
- ImGui::PlotLines(label, m_values, valuesCount, m_offset, overlay_text, scale_min, scale_max, graph_size);
- }
-
-private:
- float m_values[valuesCount];
- int m_offset;
- float m_time = ImGui::GetTime();
-};
-
-#endif //UI_HELPERS_H \ No newline at end of file
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/Utils.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/Utils.cpp
deleted file mode 100644
index 9eafabc..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/Utils.cpp
+++ /dev/null
@@ -1,41 +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 "Utils.h"
-
-#include <string>
-#include <cstdarg>
-
-HRESULT messagebox_printf(const char* caption, UINT mb_type, const char* format, ...)
-{
- va_list args;
- va_start(args, format);
- char formatted_text[512];
- _vsnprintf(formatted_text, 512, format, args);
- return MessageBoxA(nullptr, formatted_text, caption, mb_type);
-}
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/Utils.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/Utils.h
deleted file mode 100644
index 42bf713..0000000
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/utils/Utils.h
+++ /dev/null
@@ -1,119 +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.
-
-
-#ifndef UTILS_H
-#define UTILS_H
-
-#include <DeviceManager.h>
-#include <assert.h>
-
-#include "PxPreprocessor.h"
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// MACROS
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-#ifndef V_RETURN
-#define V_RETURN(x) \
- { \
- hr = (x); \
- if(FAILED(hr)) \
- { \
- return hr; \
- } \
- }
-#endif
-
-#ifndef V
-#define V(x) \
- { \
- HRESULT hr = (x); \
- _ASSERT(SUCCEEDED(hr)); \
- }
-#endif
-
-#ifndef SAFE_RELEASE
-#define SAFE_RELEASE(p) \
- { \
- if(p) \
- { \
- (p)->Release(); \
- (p) = NULL; \
- } \
- }
-#endif
-
-#ifndef SAFE_DELETE
-#define SAFE_DELETE(p) \
- { \
- if(p) \
- { \
- delete (p); \
- (p) = NULL; \
- } \
- }
-#endif
-
-#define ASSERT_PRINT(cond, format, ...) \
- if(!(cond)) \
- { \
- messagebox_printf("Assertion Failed!", MB_OK | MB_ICONERROR, #cond "\n" format, __VA_ARGS__); \
- assert(cond); \
- }
-
-HRESULT messagebox_printf(const char* caption, UINT mb_type, const char* format, ...);
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-static const char* strext(const char* str)
-{
- const char* ext = NULL; // by default no extension found!
- while (str)
- {
- str = strchr(str, '.');
- if (str)
- {
- str++;
- ext = str;
- }
- }
- return ext;
-}
-
-static inline float lerp(float a, float b, float t) { return a + (b - a) * t; }
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-#endif \ No newline at end of file