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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/SampleDestructionImpactDamage/SampleUIController.cpp
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/samples_v2/SampleDestructionImpactDamage/SampleUIController.cpp')
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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.
+*/
+
+#include "SampleUIController.h"
+#include "SampleSceneController.h"
+#include "CommonUIController.h"
+
+SampleUIController::SampleUIController(SampleSceneController* s, CommonUIController* c) : mScene(s), mCommonUIController(c)
+{
+}
+
+void SampleUIController::onInitialize()
+{
+ TwBar* sampleBar = TwNewBar("Sample");
+ PX_UNUSED(sampleBar);
+ TwDefine("Sample color='19 25 59' alpha=128 text=light size='380 200' iconified=false valueswidth=150 position='12 440' label='Setup Throw'");
+
+ TwAddVarRO(sampleBar, "damageThreshold", TW_TYPE_FLOAT, mScene->getDamageThreshold(), "group='Destructible Parameters' min=0 max=100 step=0.1 help='The damage amount which will cause a chunk to fracture (break free) from the destructible.'");
+ TwAddVarCB(sampleBar, "forceToDamage", TW_TYPE_FLOAT, SampleUIController::setForceToDamage,
+ SampleUIController::getForceToDamage, this, "group='Destructible Parameters' min=0 max=1 step=0.001 help='Multiplier to calculate applied damage from an impact. applied damage = forceToDamage x impact force.'");
+ TwAddVarCB(sampleBar, "damageCap", TW_TYPE_FLOAT, SampleUIController::setDamageCap,
+ SampleUIController::getDamageCap, this, "group='Destructible Parameters' min=0 max=100 step=0.1 help='Limits the amount of damage applied to a chunk.'");
+ TwAddVarRW(sampleBar, "cube velocity", TW_TYPE_FLOAT, &(mScene->getCubeVelocity()), "group='Throw Parameteres' min=10 max=1000 step=1 help='Thrown cube initial velocity.'");
+ TwAddVarRW(sampleBar, "cube mass", TW_TYPE_FLOAT, &(mScene->getCubeMass()), "group='Throw Parameteres' min=0.01 max=1000 step=0.01 help='Thrown cube mass'");
+
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eBODY_ANG_VELOCITY);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eBODY_LIN_VELOCITY);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eBODY_MASS_AXES);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_AABBS);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_SHAPES);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_AXES);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_COMPOUNDS);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_FNORMALS);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_EDGES);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_STATIC);
+ mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_DYNAMIC);
+
+ mCommonUIController->addApexDebugRenderParam("LodBenefits");
+ mCommonUIController->addApexDebugRenderParam("VISUALIZE_DESTRUCTIBLE_SUPPORT", "Destructible", 1.0f, "DestructibleSupport");
+ mCommonUIController->addApexDebugRenderParam("RenderNormals");
+ mCommonUIController->addApexDebugRenderParam("RenderTangents");
+ mCommonUIController->addApexDebugRenderParam("Bounds");
+
+ mCommonUIController->addHintLine("Throw cube - LMB");
+}
+
+LRESULT SampleUIController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+{
+ PX_UNUSED(hWnd);
+ PX_UNUSED(wParam);
+ PX_UNUSED(lParam);
+
+ if(uMsg == WM_LBUTTONDOWN)
+ {
+ mScene->throwCube();
+ }
+
+ return 1;
+}
+
+void SampleUIController::Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*)
+{
+ {
+ char info[512];
+ sprintf(info, "Last impact damage: %f", mScene->getLastImpactDamage());
+ int tw, th;
+ TwMeasureTextLine(info, &tw, &th);
+ TwBeginText((int)mWidth - tw - 2, (int)mHeight - th - 2, 0, 0);
+ TwAddTextLine(info, 0xFF00FF99, 0xFF000000);
+ TwEndText();
+ }
+
+}
+
+void SampleUIController::BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc)
+{
+ PX_UNUSED(pDevice);
+
+ mWidth = pBackBufferSurfaceDesc->Width;
+ mHeight = pBackBufferSurfaceDesc->Height;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// UI Callbacks
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+// forceToDamage
+
+void TW_CALL SampleUIController::setForceToDamage(const void* value, void* clientData)
+{
+ SampleUIController* controller = static_cast<SampleUIController*>(clientData);
+ DestructibleParameters params = controller->mScene->getCurrentActor()->getDestructibleParameters();
+ params.forceToDamage = *static_cast<const float*>(value);
+ controller->mScene->getCurrentActor()->setDestructibleParameters(params);
+
+}
+
+void TW_CALL SampleUIController::getForceToDamage(void* value, void* clientData)
+{
+ SampleUIController* controller = static_cast<SampleUIController*>(clientData);
+ DestructibleParameters params = controller->mScene->getCurrentActor()->getDestructibleParameters();
+ *static_cast<float*>(value) = params.forceToDamage;
+}
+
+
+// damageThreshold
+
+void TW_CALL SampleUIController::setDamageThreshold(const void* value, void* clientData)
+{
+ SampleUIController* controller = static_cast<SampleUIController*>(clientData);
+ DestructibleBehaviorGroupDesc desc;
+ controller->mScene->getCurrentActor()->getBehaviorGroup(desc, 1);
+ desc.damageThreshold = *static_cast<const float*>(value);
+
+}
+
+void TW_CALL SampleUIController::getDamageThreshold(void* value, void* clientData)
+{
+ SampleUIController* controller = static_cast<SampleUIController*>(clientData);
+ DestructibleBehaviorGroupDesc desc;
+ controller->mScene->getCurrentActor()->getBehaviorGroup(desc, 1);
+ *static_cast<float*>(value) = desc.damageThreshold;
+}
+
+
+// damageCap
+
+void TW_CALL SampleUIController::setDamageCap(const void* value, void* clientData)
+{
+ SampleUIController* controller = static_cast<SampleUIController*>(clientData);
+ DestructibleParameters params = controller->mScene->getCurrentActor()->getDestructibleParameters();
+ params.damageCap = *static_cast<const float*>(value);
+ controller->mScene->getCurrentActor()->setDestructibleParameters(params);
+
+}
+
+void TW_CALL SampleUIController::getDamageCap(void* value, void* clientData)
+{
+ SampleUIController* controller = static_cast<SampleUIController*>(clientData);
+ DestructibleParameters params = controller->mScene->getCurrentActor()->getDestructibleParameters();
+ *static_cast<float*>(value) = params.damageCap;
+}
+