From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- samples/SampleBase/scene/SceneController.h | 204 ++++++++++++++--------------- 1 file changed, 102 insertions(+), 102 deletions(-) mode change 100644 => 100755 samples/SampleBase/scene/SceneController.h (limited to 'samples/SampleBase/scene/SceneController.h') diff --git a/samples/SampleBase/scene/SceneController.h b/samples/SampleBase/scene/SceneController.h old mode 100644 new mode 100755 index b7331fa..07ba4d0 --- a/samples/SampleBase/scene/SceneController.h +++ b/samples/SampleBase/scene/SceneController.h @@ -1,103 +1,103 @@ -// 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. - - -#ifndef SCENE_CONTROLLER_H -#define SCENE_CONTROLLER_H - -#include "SampleManager.h" -#include - - -class CFirstPersonCamera; -class BlastAssetBoxes; -class SceneActor; -class BlastAsset; -class SingleSceneAsset; -class Scene; - -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); - - -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; -}; - +// 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. + + +#ifndef SCENE_CONTROLLER_H +#define SCENE_CONTROLLER_H + +#include "SampleManager.h" +#include + + +class CFirstPersonCamera; +class BlastAssetBoxes; +class SceneActor; +class BlastAsset; +class SingleSceneAsset; +class Scene; + +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); + + +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; +}; + #endif \ No newline at end of file -- cgit v1.2.3