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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/samples_v2/SampleClothingHelloWorld/SampleSceneController.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/samples_v2/SampleClothingHelloWorld/SampleSceneController.cpp')
| -rw-r--r-- | APEX_1.4/samples_v2/SampleClothingHelloWorld/SampleSceneController.cpp | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/APEX_1.4/samples_v2/SampleClothingHelloWorld/SampleSceneController.cpp b/APEX_1.4/samples_v2/SampleClothingHelloWorld/SampleSceneController.cpp new file mode 100644 index 00000000..fa2949bc --- /dev/null +++ b/APEX_1.4/samples_v2/SampleClothingHelloWorld/SampleSceneController.cpp @@ -0,0 +1,88 @@ +/* +* 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. +*/ + +#include "SampleSceneController.h" +#include "Apex.h" +#include "ApexRenderer.h" // for matrix conversion +#include <DirectXMath.h> +#include "XInput.h" +#include "DXUTMisc.h" +#pragma warning(push) +#pragma warning(disable : 4481) // Suppress "nonstandard extension used" warning +#include "DXUTCamera.h" +#pragma warning(pop) + +#include "ApexResourceCallback.h" +#include "ClothingCollision.h" + +#include "PxMath.h" + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +SampleSceneController::SampleSceneController(CFirstPersonCamera* camera, ApexController& apex) +: mApex(apex), mCamera(camera), mActor(NULL), mTime(0) +{ +} + +SampleSceneController::~SampleSceneController() +{ +} + +void SampleSceneController::onSampleStart() +{ + // setup camera + DirectX::XMVECTORF32 lookAtPt = { 0, 45, 0, 0 }; + DirectX::XMVECTORF32 eyePt = { 0, 50, 100, 0 }; + mCamera->SetViewParams(eyePt, lookAtPt); + mCamera->SetRotateButtons(false, false, true, false); + mCamera->SetEnablePositionMovement(true); + + // spawn actor + mActor = mApex.spawnClothingActor("plane32"); + + nvidia::PxMat44 globalPose = nvidia::PxMat44(nvidia::PxIdentity); + globalPose(1, 1) = 0; + globalPose(2, 2) = 0; + globalPose(1, 2) = 1; + globalPose(2, 1) = -1; + + globalPose.setPosition(PxVec3(0, -40, 0)); + + mActor->updateState(globalPose, NULL, 0, 0, ClothingTeleportMode::TeleportAndReset); +} + +void SampleSceneController::Animate(double dt) +{ + for (std::map<PxRigidDynamic*, ClothingSphere*>::iterator it = mSpheres.begin(); it != mSpheres.end(); it++) + { + (*it).second->setPosition((*it).first->getGlobalPose().p); + } + + mTime += dt; + + mActor->setWind(0.9f, PxVec3(30 + 7 * PxSin(mTime), 0, 40 + 10 * PxCos(mTime))); +} + +void SampleSceneController::throwSphere() +{ + PxVec3 eyePos = XMVECTORToPxVec4(mCamera->GetEyePt()).getXYZ(); + PxVec3 lookAtPos = XMVECTORToPxVec4(mCamera->GetLookAtPt()).getXYZ(); + PhysXPrimitive* box = mApex.spawnPhysXPrimitiveBox(PxTransform(eyePos)); + PxRigidDynamic* rigidDynamic = box->getActor()->is<PxRigidDynamic>(); + box->setColor(DirectX::XMFLOAT3(1, 1, 1)); + + PxVec3 dir = (lookAtPos - eyePos).getNormalized(); + rigidDynamic->setLinearVelocity(dir * 50); + + ClothingSphere* sphere = mActor->createCollisionSphere(rigidDynamic->getGlobalPose().p, 5); + mSpheres[rigidDynamic] = sphere; +} |