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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 SELECTION_TOOL_CONTROLLER_H
#define SELECTION_TOOL_CONTROLLER_H
#include "SampleManager.h"
#include "PxVec2.h"
#include "PxVec3.h"
#include "DebugRenderBuffer.h"
#include "BlastFamily.h"
#include "NvBlastExtPxManager.h"
class Renderable;
class RenderMaterial;
namespace Nv
{
namespace Blast
{
class ExtPxActor;
}
}
class SelectionToolController : public ISampleController
{
public:
SelectionToolController();
virtual ~SelectionToolController();
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();
void pointSelect(PxActor* actor, SelectMode selectMode = SM_RESET);
void rectSelect(PxVec3 eyePos, PxVec3 lefttop, PxVec3 leftbottom, PxVec3 righttop, PxVec3 rightbottom, SelectMode selectMode = SM_RESET);
void clearSelect();
private:
SelectionToolController& operator= (SelectionToolController&);
//////// private methods ////////
//////// used controllers ////////
Renderer& getRenderer() const
{
return getManager()->getRenderer();
}
PhysXController& getPhysXController() const
{
return getManager()->getPhysXController();
}
BlastController& getBlastController() const
{
return getManager()->getBlastController();
}
//////// internal data ////////
PxVec2 m_RectSelectScreenPos;
PxVec3 m_RectSelectSpaceDir;
bool m_bRectSelecting;
DebugRenderBuffer m_RectRenderBuffer;
void setActorSelected(const ExtPxActor& actor, bool selected);
std::set<ExtPxActor*> m_actorsSelected;
};
#endif // SELECTION_TOOL_CONTROLLER_H
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