1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
|
// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef DAMAGE_TOOL_CONTROLLER_H
#define DAMAGE_TOOL_CONTROLLER_H
#include "SampleManager.h"
#include "NvBlastTypes.h"
#include <DirectXMath.h>
#include <functional>
#include "PxVec2.h"
#include "PxVec3.h"
class Renderable;
class RenderMaterial;
class BlastFamily;
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 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 ////////
RenderMaterial* m_toolRenderMaterial;
Renderable* m_sphereToolRenderable;
DirectX::XMFLOAT4 m_toolColor;
Renderable* m_lineToolRenderable;
float m_damage;
float m_explosiveImpulse;
float m_stressForceFactor;
struct Damager
{
Damager() : damageWhilePressed(false), radius(5.0f), radiusLimit(1000.0f)
{
}
enum PointerType
{
Sphere,
Line
};
struct DamageData
{
physx::PxVec3 origin;
physx::PxVec3 hitPosition;
physx::PxVec3 hitNormal;
physx::PxVec3 weaponDir;
physx::PxVec3 previousWeaponDir;
};
typedef std::function<void(const Damager* damager, Nv::Blast::ExtPxActor* actor, BlastFamily& family, const DamageData& damageData)> ExecuteFn;
const char* uiName;
NvBlastDamageProgram program;
PointerType pointerType;
DirectX::XMFLOAT4 pointerColor;
float radius;
float radiusLimit;
bool damageWhilePressed;
ExecuteFn executeFunction;
};
std::vector<Damager> m_damagers;
std::vector<const char*> m_damagerNames;
uint32_t m_damagerIndex;
bool m_damageMode;
physx::PxVec2 m_lastMousePos;
bool m_isMousePressed;
uint32_t m_damageCountWhilePressed;
physx::PxVec3 m_previousPickDir;
bool m_prevWasHit;
};
#endif
|