// 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) 2008-2017 NVIDIA Corporation. All rights reserved. #ifndef SELECTION_TOOL_CONTROLLER_H #define SELECTION_TOOL_CONTROLLER_H #include "SampleManager.h" #include "PxVec2.h" #include "PxVec3.h" #include "DebugRenderBuffer.h" #include "BlastFamily.h" #include "NvBlastExtPxManager.h" #include "BlastSceneTree.h" class Renderable; class RenderMaterial; namespace Nv { namespace Blast { class ExtPxActor; } } namespace physx { class PxScene; } class SelectionToolController : public ISampleController, public ISceneObserver { public: SelectionToolController(); virtual ~SelectionToolController(); 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(); virtual void dataSelected(std::vector selections); void pointSelect(PxActor* actor, SelectMode selectMode = SM_RESET); void rectSelect(PxVec3 eyePos, PxVec3 lefttop, PxVec3 leftbottom, PxVec3 righttop, PxVec3 rightbottom, SelectMode selectMode = SM_RESET); void clearSelect(); void setTargetActor(PxActor* actor); PxActor* getTargetActor(); void setTargetActors(std::set& actors); std::set getTargetActors(); void trySelectAssetInstanceNode(std::set& selectedActors); private: SelectionToolController& operator= (SelectionToolController&); //////// private methods //////// physx::PxScene& GetPhysXScene(); //////// used controllers //////// Renderer& getRenderer() const { return getManager()->getRenderer(); } PhysXController& getPhysXController() const { return getManager()->getPhysXController(); } BlastController& getBlastController() const { return getManager()->getBlastController(); } //////// internal data //////// PxVec2 m_RectSelectScreenPos; PxVec3 m_RectSelectSpaceDir; bool m_bRectSelecting; bool m_bSelecting; DebugRenderBuffer m_RectRenderBuffer; void setActorSelected(const PxActor& actor, bool selected); std::set m_actorsSelected; }; #endif // SELECTION_TOOL_CONTROLLER_H