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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.
*/
#ifndef SCENE_CONTROLLER_H
#define SCENE_CONTROLLER_H
#include "SampleManager.h"
#include <map>
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();
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;
};
#endif
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