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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/SampleParticlesImpactParticles/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/SampleParticlesImpactParticles/SampleSceneController.cpp')
| -rw-r--r-- | APEX_1.4/samples_v2/SampleParticlesImpactParticles/SampleSceneController.cpp | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/APEX_1.4/samples_v2/SampleParticlesImpactParticles/SampleSceneController.cpp b/APEX_1.4/samples_v2/SampleParticlesImpactParticles/SampleSceneController.cpp new file mode 100644 index 00000000..6e8d3adb --- /dev/null +++ b/APEX_1.4/samples_v2/SampleParticlesImpactParticles/SampleSceneController.cpp @@ -0,0 +1,92 @@ +/* +* 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 "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 "PxPhysicsAPI.h" +#include "PxMath.h" + +#include "ApexResourceCallback.h" +#include "PhysXPrimitive.h" + +#include "ImpactEmitterAsset.h" +#include "ImpactEmitterActor.h" + +using namespace physx; + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +SampleSceneController::SampleSceneController(CFirstPersonCamera* camera, ApexController& apex) + : mApex(apex), mCamera(camera) +{ +} + +SampleSceneController::~SampleSceneController() +{ +} + +void SampleSceneController::onSampleStart() +{ + // setup camera + DirectX::XMVECTORF32 lookAtPt = { 0, 2, 0, 0 }; + DirectX::XMVECTORF32 eyePt = { 0, 5, 10, 0 }; + mCamera->SetViewParams(eyePt, lookAtPt); + mCamera->SetRotateButtons(false, false, true, false); + mCamera->SetEnablePositionMovement(true); + + // spawn mesh emitter + mAsset = (nvidia::apex::ImpactEmitterAsset *)mApex.getApexSDK()->getNamedResourceProvider()->getResource(IMPACT_EMITTER_AUTHORING_TYPE_NAME, "testImpactEmitter"); + NvParameterized::Interface *defaultActorDesc = mAsset->getDefaultActorDesc(); + NvParameterized::setParamTransform(*defaultActorDesc, "InitialPose", PxTransform(PxIdentity)); + mActor = (ImpactEmitterActor *)mAsset->createApexActor(*defaultActorDesc, *(mApex.getApexScene())); + +} + + +void SampleSceneController::fire(float mouseX, float mouseY) +{ + PxVec3 eyePos, pickDir; + mApex.getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir); + + if (pickDir.normalize() <= 0) + { + return; + } + + PxHitFlags outputFlags; + outputFlags |= PxHitFlag::ePOSITION; + outputFlags |= PxHitFlag::eDISTANCE; + PxRaycastBuffer rcBuffer; + bool collision = false; + + PxScene* scene = mApex.getApexScene()->getPhysXScene(); + scene->lockRead(__FILE__, __LINE__); + collision = scene->raycast(eyePos, pickDir, 1e6, rcBuffer, outputFlags); + scene->unlockRead(); + + uint32_t surfType = mAsset->querySetID("meshParticleEvent"); + + mActor->registerImpact(rcBuffer.block.position, pickDir, rcBuffer.block.normal, surfType); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + |