// 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 DAMAGE_TOOL_CONTROLLER_H #define DAMAGE_TOOL_CONTROLLER_H #include "SampleManager.h" #include "NvBlastTypes.h" #include #include #include "PxVec2.h" #include "PxVec3.h" class Renderable; class RenderMaterial; class BlastFamily; namespace Nv { namespace Blast { class ExtPxActor; } } class DamageToolController : public ISampleController { public: DamageToolController(); virtual ~DamageToolController(); virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); virtual void Animate(double dt); void drawUI(); virtual void onInitialize(); virtual void onSampleStart(); virtual void onSampleStop(); bool isDamageMode() const { return m_damageMode; } private: DamageToolController& operator= (DamageToolController&); //////// private methods //////// void changeDamageRadius(float dr); void setDamageMode(bool enabled); //////// used controllers //////// Renderer& getRenderer() const { return getManager()->getRenderer(); } PhysXController& getPhysXController() const { return getManager()->getPhysXController(); } BlastController& getBlastController() const { return getManager()->getBlastController(); } //////// internal data //////// RenderMaterial* m_toolRenderMaterial; Renderable* m_sphereToolRenderable; DirectX::XMFLOAT4 m_toolColor; Renderable* m_lineToolRenderable; float m_damage; float m_explosiveImpulse; float m_stressForceFactor; struct Damager { Damager() : damageWhilePressed(false), radius(5.0f), radiusLimit(1000.0f) { } enum PointerType { Sphere, Line }; struct DamageData { physx::PxVec3 origin; physx::PxVec3 hitPosition; physx::PxVec3 hitNormal; physx::PxVec3 weaponDir; physx::PxVec3 previousWeaponDir; }; typedef std::function ExecuteFn; const char* uiName; NvBlastDamageProgram program; PointerType pointerType; DirectX::XMFLOAT4 pointerColor; float radius; float radiusLimit; bool damageWhilePressed; ExecuteFn executeFunction; }; std::vector m_damagers; std::vector m_damagerNames; uint32_t m_damagerIndex; bool m_damageMode; physx::PxVec2 m_lastMousePos; bool m_isMousePressed; uint32_t m_damageCountWhilePressed; physx::PxVec3 m_previousPickDir; bool m_prevWasHit; }; #endif