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/*
* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#include "SampleController.h"
#include "SceneController.h"
#include "CommonUIController.h"
#include "BlastController.h"
#include "PhysXController.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();
getPhysXController().setUseGPUPhysics(useGPUPhysics);
getBlastController().reinitialize();
getSceneController().spawnAsset(assetNum);
}
void SampleController::drawPhysXGpuUI()
{
// GPU Physics
bool useGPU = getPhysXController().getUseGPUPhysics();
if (ImGui::Checkbox("Use GPU Physics", &useGPU))
{
getCommonUIController().addDelayedCall([=]() { setUseGPUPhysics(useGPU); }, "Loading...");
}
}
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