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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 DAMAGE_TOOL_CONTROLLER_H
#define DAMAGE_TOOL_CONTROLLER_H
#include "SampleManager.h"
#include "NvBlastTypes.h"
#include <DirectXMath.h>
#include <functional>
#include "PxVec3.h"
class Renderable;
class RenderMaterial;
namespace Nv
{
namespace Blast
{
class ExtPxActor;
}
}
class DamageToolController : public ISampleController
{
public:
DamageToolController();
virtual ~DamageToolController();
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();
bool isDamageMode() const
{
return m_damageMode;
}
private:
DamageToolController& operator= (DamageToolController&);
//////// private methods ////////
void damage(physx::PxVec3 position, physx::PxVec3 normal);
void setDamageProfile(uint32_t profile);
uint32_t getDamageProfile() const
{
return m_damageProfile;
}
void changeDamageRadius(float dr);
void setDamageMode(bool enabled);
//////// used controllers ////////
Renderer& getRenderer() const
{
return getManager()->getRenderer();
}
PhysXController& getPhysXController() const
{
return getManager()->getPhysXController();
}
BlastController& getBlastController() const
{
return getManager()->getBlastController();
}
//////// internal data ////////
Renderable* m_pickPointerRenderable;
RenderMaterial* m_pickPointerRenderMaterial;
DirectX::XMFLOAT4 m_pickPointerColor;
float m_damageRadius;
float m_compressiveDamage;
float m_explosiveImpulse;
float m_stressForceFactor;
uint32_t m_damageProfile;
struct Damager
{
const char* uiName;
NvBlastDamageProgram program;
DirectX::XMFLOAT4 pointerColor;
std::function<void(const Damager* damager, Nv::Blast::ExtPxActor* actor, physx::PxVec3 position, physx::PxVec3 normal)> executeFunction;
void execute(Nv::Blast::ExtPxActor* actor, physx::PxVec3 position, physx::PxVec3 normal)
{
executeFunction(this, actor, position, normal);
}
};
std::vector<Damager> m_armory;
std::vector<const char*> m_armoryNames;
bool m_damageMode;
};
#endif
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