// 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) 2008-2020 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