diff options
Diffstat (limited to 'samples/SampleBase/scene/SceneController.cpp')
| -rw-r--r-- | samples/SampleBase/scene/SceneController.cpp | 106 |
1 files changed, 86 insertions, 20 deletions
diff --git a/samples/SampleBase/scene/SceneController.cpp b/samples/SampleBase/scene/SceneController.cpp index eeaca25..390682c 100644 --- a/samples/SampleBase/scene/SceneController.cpp +++ b/samples/SampleBase/scene/SceneController.cpp @@ -1,12 +1,30 @@ -/* -* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. -* -* NVIDIA CORPORATION and its licensors retain all intellectual property -* and proprietary rights in and to this software, related documentation -* and any modifications thereto. Any use, reproduction, disclosure or -* distribution of this software and related documentation without an express -* license agreement from NVIDIA CORPORATION is strictly prohibited. -*/ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. + #include "SceneController.h" #include "RenderUtils.h" @@ -94,6 +112,8 @@ protected: class SceneActor { public: + SceneActor() : removeOnReload(false) {} + virtual ~SceneActor() {} virtual const char* getName() const = 0; virtual const char* getSubname(int subindex) const { return nullptr; } @@ -104,6 +124,8 @@ public: virtual PxVec3 getSpawnShift() const { return PxVec3(PxZero); } virtual void reload() {} virtual void removeSubactor(int subindex) {} + + bool removeOnReload; }; @@ -116,7 +138,7 @@ public: int subindex; ActorIndex() { reset(); } - ActorIndex(int i, int s) : index(i), subindex(s) {} + ActorIndex(int i, int s = -1) : index(i), subindex(s) {} bool operator==(const ActorIndex& other) const { @@ -402,10 +424,28 @@ public: void reloadAllActors() { - for (SceneActor* a : m_sceneActors) + 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++) { - a->reload(); + if (m_sceneActors[i] == selectedActor) + { + selectIndex.index = i; + } + m_sceneActors[i]->reload(); } + + setSelectedActor(selectIndex.index, selectIndex.subindex); } void registerTkAsset(const TkAsset& tkAsset, SingleSceneAsset* asset) @@ -544,7 +584,7 @@ public: virtual BlastAsset* createAsset() { return new BlastAssetModelSimple(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(), - m_scene->getPhysXController().getCooking(), m_scene->getRenderer(), desc.file.c_str()); + m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str()); } virtual ImVec4 getUIColor() const override @@ -557,10 +597,10 @@ public: class SkinnedModelSceneAsset : public ModelSceneAsset { public: - virtual BlastAsset* createAsset() + virtual BlastAsset* createAsset() { return new BlastAssetModelSkinned(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(), - m_scene->getPhysXController().getCooking(), m_scene->getRenderer(), desc.file.c_str()); + m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str()); } virtual ImVec4 getUIColor() const override @@ -584,6 +624,7 @@ public: 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 @@ -1078,7 +1119,7 @@ protected: // Controller /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -SceneController::SceneController() : m_cubeScale(1.0f) +SceneController::SceneController() : m_cubeScale(1.0f), m_cubeThrowDownTime(-1.f) { m_scene = NULL; } @@ -1220,12 +1261,28 @@ LRESULT SceneController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPa m_scene->reloadAllActors(); return 0; case 'F': - throwCube(); + 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; } @@ -1325,6 +1382,7 @@ void SceneController::drawUI() { 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()); } } @@ -1334,9 +1392,15 @@ 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 = 100; const float CUBE_DENSITY = 20000.0f; CFirstPersonCamera* camera = &getRenderer().getCamera(); @@ -1347,9 +1411,11 @@ void SceneController::throwCube() cube->setColor(DirectX::XMFLOAT4(1, 0, 0, 1)); PxVec3 dir = (lookAtPos - eyePos).getNormalized(); - rigidDynamic->setLinearVelocity(dir * CUBE_VELOCITY); + rigidDynamic->setLinearVelocity(dir * getCubeSpeed()); - m_scene->addSceneActor(new PhysXSceneActor(getPhysXController(), cube, "Cube")); + PhysXSceneActor* actor = new PhysXSceneActor(getPhysXController(), cube, "Cube"); + actor->removeOnReload = true; + m_scene->addSceneActor(actor); } void SceneController::spawnAsset(int32_t num) |