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// 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 <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();
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
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