/* * Copyright (c) 2008-2017, 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 #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; }