aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/samples_v2/SampleDestructionHelloWorld/SampleSceneController.cpp
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/samples_v2/SampleDestructionHelloWorld/SampleSceneController.cpp
downloadphysx-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/SampleDestructionHelloWorld/SampleSceneController.cpp')
-rw-r--r--APEX_1.4/samples_v2/SampleDestructionHelloWorld/SampleSceneController.cpp104
1 files changed, 104 insertions, 0 deletions
diff --git a/APEX_1.4/samples_v2/SampleDestructionHelloWorld/SampleSceneController.cpp b/APEX_1.4/samples_v2/SampleDestructionHelloWorld/SampleSceneController.cpp
new file mode 100644
index 00000000..0ff6f84d
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleDestructionHelloWorld/SampleSceneController.cpp
@@ -0,0 +1,104 @@
+/*
+* 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 "PxMath.h"
+
+using namespace nvidia;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Scenes Setup
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+SampleSceneController::AssetDescription SampleSceneController::ASSETS[] =
+{
+ { "Wall_PC", "Wall" },
+ { "arch", "arch" },
+ { "Bunny", "Bunny" },
+ { "block", "block" },
+ { "Fence", "Fence" },
+ { "Post", "Post" },
+ { "Sheet", "Sheet" },
+ { "Moai_PC", "Moai_PC" }
+};
+
+int SampleSceneController::getAssetsCount()
+{
+ return sizeof(ASSETS) / sizeof(ASSETS[0]);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+SampleSceneController::SampleSceneController(CFirstPersonCamera* camera, ApexController& apex)
+: mApex(apex), mCamera(camera), mActor(NULL)
+{
+}
+
+SampleSceneController::~SampleSceneController()
+{
+}
+
+void SampleSceneController::onSampleStart()
+{
+ // setup camera
+ DirectX::XMVECTORF32 lookAtPt = { 0, 10, 0, 0 };
+ DirectX::XMVECTORF32 eyePt = { 0, 20, 60, 0 };
+ mCamera->SetViewParams(eyePt, lookAtPt);
+ mCamera->SetRotateButtons(false, false, true, false);
+ mCamera->SetEnablePositionMovement(true);
+
+ // spawn actor
+ setCurrentAsset(0);
+}
+
+void SampleSceneController::setCurrentAsset(int num)
+{
+ int assetsCount = getAssetsCount();
+ num = nvidia::PxClamp(num, 0, assetsCount - 1);
+
+ mCurrentAsset = num;
+ if(mActor != NULL)
+ {
+ mApex.removeActor(mActor);
+ mActor = NULL;
+ }
+ mActor = mApex.spawnDestructibleActor(ASSETS[num].model);
+}
+
+void SampleSceneController::fire(float mouseX, float mouseY)
+{
+ PxVec3 eyePos, pickDir;
+ mApex.getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir);
+
+ if (pickDir.normalize() > 0)
+ {
+ float time;
+ PxVec3 normal;
+ const int chunkIndex = mActor->rayCast(time, normal, eyePos, pickDir, DestructibleActorRaycastFlags::AllChunks);
+ if (chunkIndex != ModuleDestructibleConst::INVALID_CHUNK_INDEX)
+ {
+ mActor->applyDamage(PX_MAX_F32, 0.0f, eyePos + time * pickDir, pickDir, chunkIndex);
+ }
+ }
+}