// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #include "SampleSceneController.h" #include "Apex.h" #include "ApexRenderer.h" // for matrix conversion #include #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::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(); 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; }