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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.
#include "DamageToolController.h"
#include "RenderUtils.h"
#include "BlastController.h"
#include "Renderer.h"
#include "PhysXController.h"
#include "SampleProfiler.h"
#include <imgui.h>
#include "NvBlastTkActor.h"
#include "NvBlastTkFamily.h"
#include "NvBlastExtDamageShaders.h"
#include "NvBlastExtPxActor.h"
#include "NvBlastExtPxFamily.h"
#include "PxRigidDynamic.h"
#include "PxScene.h"
using namespace Nv::Blast;
using namespace physx;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f);
static const PxVec3 WEAPON_POSITION_IN_VIEW(0, -7, 23);
static const float SEGMENT_DAMAGE_MAX_DISTANCE = 100.0f;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
DamageToolController::DamageToolController()
: m_damage(100.0f), m_toolColor(1.0f, 1.0f, 1.0f, 0.4f),
m_toolRenderMaterial(nullptr), m_sphereToolRenderable(nullptr), m_lineToolRenderable(nullptr),
m_explosiveImpulse(100), m_damagerIndex(0), m_stressForceFactor(1.0f), m_isMousePressed(false), m_damageCountWhilePressed(0)
{
// damage amount calc using NvBlastExtMaterial
auto getDamageAmountFn = [](const float damage, ExtPxActor* actor)
{
const NvBlastExtMaterial* material = actor->getFamily().getMaterial();
return material ? material->getNormalizedDamage(damage) : 0.f;
};
// Damage functions
auto radialDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
{
const float damage = getDamageAmountFn(m_damage, actor);
if (damage > 0.f)
{
NvBlastExtRadialDamageDesc desc =
{
damage,
{ data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
damager->radius,
damager->radius * 1.6f
};
getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
}
};
auto sliceDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
{
const float damage = getDamageAmountFn(m_damage, actor);
if (damage > 0.f)
{
PxVec3 farEnd = data.origin + data.weaponDir * 1000.0f;
PxVec3 farEndPrev = data.origin + data.previousWeaponDir * 1000.0f;
NvBlastExtTriangleIntersectionDamageDesc desc =
{
damage,
{ data.origin.x, data.origin.y, data.origin.z },
{ farEnd.x, farEnd.y, farEnd.z },
{ farEndPrev.x, farEndPrev.y, farEndPrev.z },
};
getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
}
};
auto capsuleDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
{
const float damage = getDamageAmountFn(m_damage, actor);
if (damage > 0.f)
{
PxVec3 dir = (data.hitPosition - data.origin).getNormalized();
PxVec3 farEnd = data.origin + dir * 10000.0f;
NvBlastExtCapsuleRadialDamageDesc desc =
{
damage,
{ data.origin.x, data.origin.y, data.origin.z },
{ farEnd.x, farEnd.y, farEnd.z },
damager->radius,
damager->radius * 1.6f
};
getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
}
};
auto impulseSpreadDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
{
const float damage = m_damage;
if (damage > 0.f)
{
PxVec3 impactNormal = -data.hitNormal;
NvBlastExtImpactSpreadDamageDesc desc =
{
damage,
{ data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
damager->radius,
damager->radius * 1.6f
};
getBlastController().immediateDamage(actor, family, damager->program, &desc);
}
};
auto shearDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
{
const float damage = getDamageAmountFn(m_damage, actor);
if (damage > 0.f)
{
PxVec3 impactNormal = -data.hitNormal;
NvBlastExtShearDamageDesc desc =
{
damage,
{ impactNormal.x, impactNormal.y, impactNormal.z },
{ data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
damager->radius,
damager->radius * 1.6f
};
getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
}
};
auto stressDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
{
PxVec3 force = -m_stressForceFactor * data.hitNormal * actor->getPhysXActor().getMass();
getBlastController().stressDamage(actor, data.hitPosition, force);
};
// Damage Tools:
{
Damager dam;
dam.uiName = "Radial Damage (Falloff)";
dam.program = NvBlastDamageProgram { NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader };
dam.pointerType = Damager::PointerType::Sphere;
dam.pointerColor = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 0.4f);
dam.executeFunction = radialDamageExecute;
m_damagers.push_back(dam);
}
{
Damager dam;
dam.uiName = "Radial Damage (Cutter)";
dam.program = NvBlastDamageProgram { NvBlastExtCutterGraphShader, NvBlastExtCutterSubgraphShader };
dam.pointerType = Damager::PointerType::Sphere;
dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f);
dam.executeFunction = radialDamageExecute;
m_damagers.push_back(dam);
}
{
Damager dam;
dam.uiName = "Slice Damage";
dam.program = NvBlastDamageProgram{ NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader };
dam.pointerType = Damager::PointerType::Line;
dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f);
dam.executeFunction = sliceDamageExecute;
dam.damageWhilePressed = true;
dam.radius = .2f;
dam.radiusLimit = .2f;
m_damagers.push_back(dam);
}
{
Damager dam;
dam.uiName = "Capsule Damage (Falloff)";
dam.program = NvBlastDamageProgram{ NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader };
dam.pointerType = Damager::PointerType::Line;
dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f);
dam.executeFunction = capsuleDamageExecute;
dam.damageWhilePressed = true;
dam.radius = .2f;
dam.radiusLimit = 20.0f;
m_damagers.push_back(dam);
}
{
Damager dam;
dam.uiName = "Impact Spread Damage";
dam.program = NvBlastDamageProgram { NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader };
dam.pointerType = Damager::PointerType::Sphere;
dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f);
dam.executeFunction = impulseSpreadDamageExecute;
m_damagers.push_back(dam);
}
{
Damager dam;
dam.uiName = "Shear Damage";
dam.program = NvBlastDamageProgram{ NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader };
dam.pointerType = Damager::PointerType::Sphere;
dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f);
dam.executeFunction = shearDamageExecute;
m_damagers.push_back(dam);
}
{
Damager dam;
dam.uiName = "Stress Damage";
dam.program = { nullptr, nullptr };
dam.pointerType = Damager::PointerType::Sphere;
dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f);
dam.executeFunction = stressDamageExecute;
m_damagers.push_back(dam);
}
for (const Damager& d : m_damagers)
{
m_damagerNames.push_back(d.uiName);
}
}
DamageToolController::~DamageToolController()
{
}
void DamageToolController::onSampleStart()
{
// damage tool pointer
m_toolRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING);
{
IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere);
m_sphereToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial);
}
{
IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box);
m_lineToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial);
}
// default tool
m_damagerIndex = 0;
// start with damage mode by default
setDamageMode(true);
}
void DamageToolController::onInitialize()
{
}
void DamageToolController::onSampleStop()
{
getRenderer().removeRenderable(m_sphereToolRenderable);
getRenderer().removeRenderable(m_lineToolRenderable);
SAFE_DELETE(m_toolRenderMaterial);
}
void DamageToolController::Animate(double dt)
{
PROFILER_SCOPED_FUNCTION();
m_toolColor = XMFLOAT4Lerp(m_toolColor, m_damagers[m_damagerIndex].pointerColor, dt * 5.0f);
m_sphereToolRenderable->setHidden(true);
m_lineToolRenderable->setHidden(true);
// damage mode
if (m_damageMode)
{
const Damager& damager = m_damagers[m_damagerIndex];
// ray cast according to camera + mouse ray
PxVec3 eyePos, pickDir;
getPhysXController().getEyePoseAndPickDir(m_lastMousePos.x, m_lastMousePos.y, eyePos, pickDir);
pickDir = pickDir.getNormalized();
PxRaycastHit hit; hit.shape = NULL;
PxRaycastBuffer hit1;
getPhysXController().getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hit1, PxHitFlag::ePOSITION | PxHitFlag::eNORMAL);
hit = hit1.block;
if (hit.shape || (m_prevWasHit && damager.pointerType == Damager::Line))
{
PxMat44 cameraViewInv = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()).inverseRT();
PxVec3 weaponOrigin = eyePos + cameraViewInv.rotate(WEAPON_POSITION_IN_VIEW);
PxVec3 weaponDir = (hit.position - weaponOrigin).getNormalized();
// damage function
auto damageFunction = [&](ExtPxActor* actor, BlastFamily& family)
{
auto t0 = actor->getPhysXActor().getGlobalPose();
PxTransform t(t0.getInverse());
Damager::DamageData data;
data.hitNormal = t.rotate(hit.normal);
data.hitPosition = t.transform(hit.position);
data.origin = t.transform(weaponOrigin);
data.weaponDir = t.rotate(weaponDir);
data.previousWeaponDir = t.rotate(m_previousPickDir);
damager.executeFunction(&damager, actor, family, data);
};
// should damage?
bool shouldDamage = false;
if (m_isMousePressed)
{
shouldDamage = damager.damageWhilePressed || m_damageCountWhilePressed == 0;
m_damageCountWhilePressed++;
}
else
{
m_damageCountWhilePressed = 0;
}
// Update tool pointer and do damage with specific overlap
if (damager.pointerType == Damager::Sphere)
{
m_sphereToolRenderable->setHidden(false);
m_sphereToolRenderable->setColor(m_toolColor);
m_sphereToolRenderable->setScale(PxVec3(damager.radius));
m_sphereToolRenderable->setTransform(PxTransform(hit.position));
if (shouldDamage)
{
if (getBlastController().overlap(PxSphereGeometry(damager.radius), PxTransform(hit.position), damageFunction))
{
m_toolColor = PICK_POINTER_ACTIVE_COLOR;
}
getPhysXController().explodeDelayed(hit.position, damager.radius, m_explosiveImpulse);
}
}
else if (damager.pointerType == Damager::Line)
{
m_lineToolRenderable->setHidden(false);
m_lineToolRenderable->setColor(m_toolColor);
PxVec3 scale(damager.radius, damager.radius, SEGMENT_DAMAGE_MAX_DISTANCE);
PxVec3 direction = (hit.position - weaponOrigin).getNormalized();
PxVec3 position = weaponOrigin + direction * SEGMENT_DAMAGE_MAX_DISTANCE;
m_lineToolRenderable->setScale(scale);
PxTransform t(position, quatLookAt(direction));
m_lineToolRenderable->setTransform(t);
if (shouldDamage)
{
if (this->getBlastController().overlap(PxBoxGeometry(scale), t, damageFunction))
{
m_toolColor = PICK_POINTER_ACTIVE_COLOR;
}
}
}
else
{
PX_ASSERT(false);
}
m_previousPickDir = weaponDir;
m_prevWasHit = true;
}
else
{
m_prevWasHit = false;
}
}
}
LRESULT DamageToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
PROFILER_SCOPED_FUNCTION();
if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP)
{
m_lastMousePos.x = (short)LOWORD(lParam) / getRenderer().getScreenWidth();
m_lastMousePos.y = (short)HIWORD(lParam) / getRenderer().getScreenHeight();
}
if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP)
{
m_isMousePressed = (uMsg == WM_LBUTTONDOWN);
}
if (uMsg == WM_MOUSEWHEEL)
{
int delta = int((short)HIWORD(wParam)) / WHEEL_DELTA;
changeDamageRadius(delta * 0.3f);
}
if (uMsg == WM_KEYDOWN)
{
int iKeyPressed = static_cast<int>(wParam);
if (iKeyPressed == VK_OEM_PLUS)
{
changeDamageRadius(0.2f);
}
else if (iKeyPressed == VK_OEM_MINUS)
{
changeDamageRadius(-0.2f);
}
else if (iKeyPressed >= '1' && iKeyPressed <= '9')
{
m_damagerIndex = PxClamp<uint32_t>(iKeyPressed - '1', 0, (uint32_t)m_damagers.size() - 1);
}
else if (iKeyPressed == VK_SPACE)
{
setDamageMode(!isDamageMode());
}
}
return 1;
}
void DamageToolController::drawUI()
{
ImGui::DragFloat("Damage Amount", &m_damage, 1.0f);
ImGui::DragFloat("Explosive Impulse", &m_explosiveImpulse);
ImGui::DragFloat("Stress Damage Force", &m_stressForceFactor);
// - - - - - - - -
ImGui::Spacing();
// Armory
ImGui::Combo("Damage Profile", (int*)&m_damagerIndex, m_damagerNames.data(), (int)m_damagerNames.size(), -1);
Damager& damager = m_damagers[m_damagerIndex];
ImGui::DragFloat("Damage Radius (Mouse WH)", &damager.radius);
ImGui::Checkbox("Damage Continuously", &damager.damageWhilePressed);
}
void DamageToolController::setDamageMode(bool enabled)
{
m_damageMode = enabled;
getPhysXController().setDraggingEnabled(!m_damageMode);
if (!m_damageMode)
{
m_sphereToolRenderable->setHidden(true);
m_lineToolRenderable->setHidden(true);
}
}
void DamageToolController::changeDamageRadius(float dr)
{
Damager& damager = m_damagers[m_damagerIndex];
damager.radius += dr;
damager.radius = PxClamp<float>(damager.radius, 0.05f, damager.radiusLimit);
}
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