/* * 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 "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='200 150' iconified=false valueswidth=150 position='12 480' label='Select Asset'"); 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("RenderNormals"); mCommonUIController->addApexDebugRenderParam("RenderTangents"); mCommonUIController->addApexDebugRenderParam("Bounds"); mCommonUIController->addApexDebugRenderParam("PhysicsMeshWire", "Clothing", 0.9f, "Clothing Physics Mesh(Wire)"); mCommonUIController->addApexDebugRenderParam("SolverMode", "Clothing", 1.0f, "SolverMode"); mCommonUIController->addApexDebugRenderParam("Wind", "Clothing", 0.1f, "Wind"); mCommonUIController->addApexDebugRenderParam("Velocities", "Clothing", 0.1f, "Velocities"); mCommonUIController->addApexDebugRenderParam("SkinnedPositions", "Clothing", 1.0f, "Clothing Skinned Positions"); mCommonUIController->addApexDebugRenderParam("Backstop", "Clothing", 1.0f, "Backstop"); mCommonUIController->addApexDebugRenderParam("MaxDistance", "Clothing", 1.0f, "MaxDistance"); mCommonUIController->addApexDebugRenderParam("LengthFibers", "Clothing", 1.0f, "LengthFibers"); mCommonUIController->addApexDebugRenderParam("CrossSectionFibers", "Clothing", 1.0f, "CrossSectionFibers"); mCommonUIController->addApexDebugRenderParam("TethersActive", "Clothing", 1.0f, "TethersActive"); mCommonUIController->addApexDebugRenderParam("SelfCollision", "Clothing", 1.0f, "SelfCollision"); mCommonUIController->addApexDebugRenderParam("CollisionShapes", "Clothing", 1.0f, "Solid Clothing Collision"); } 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->throwSphere(); } return 1; } void SampleUIController::BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc) { PX_UNUSED(pDevice); mWidth = pBackBufferSurfaceDesc->Width; mHeight = pBackBufferSurfaceDesc->Height; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // UI Callbacks ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////