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diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/scene/SceneController.h
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@@ -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