// 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..."); } }