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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/core/SampleController.cpp168
1 files changed, 84 insertions, 84 deletions
diff --git a/samples/SampleBase/core/SampleController.cpp b/samples/SampleBase/core/SampleController.cpp
index dc49f90..7240458 100644..100755
--- a/samples/SampleBase/core/SampleController.cpp
+++ b/samples/SampleBase/core/SampleController.cpp
@@ -1,85 +1,85 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "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...");
- }
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "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