// 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 "SampleManager.h" #include "Utils.h" #include "Renderer.h" #include "PhysXController.h" #include "BlastController.h" #include "CommonUIController.h" #include "DamageToolController.h" #include "SceneController.h" #include "SampleController.h" SampleManager::SampleManager(const SampleConfig& config) : m_config(config) { } int SampleManager::run() { Application app(getConfig().sampleName); m_renderer = new Renderer(); m_physXController = new PhysXController(ExtImpactDamageManager::FilterShader); m_blastController = new BlastController(); m_sceneController = new SceneController(); m_damageToolController = new DamageToolController(); m_sampleController = new SampleController(); m_commonUIController = new CommonUIController(); app.addControllerToFront(m_renderer); app.addControllerToFront(m_physXController); app.addControllerToFront(m_blastController); app.addControllerToFront(m_sceneController); app.addControllerToFront(m_damageToolController); app.addControllerToFront(m_sampleController); app.addControllerToFront(m_commonUIController); for (IApplicationController* c : app.getControllers()) { (static_cast(c))->setManager(this); } int result = app.run(); delete m_renderer; delete m_physXController; delete m_blastController; delete m_sceneController; delete m_damageToolController; delete m_sampleController; delete m_commonUIController; return result; } int runSample(const SampleConfig& config) { SampleManager sampleManager(config); return sampleManager.run(); }