// // 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 "PxMath.h" using namespace nvidia; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Scenes Setup /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SampleSceneController::AssetDescription SampleSceneController::ASSETS[] = { { "Wall_PC", "Wall" }, { "arch", "arch" }, { "Bunny", "Bunny" }, { "block", "block" }, { "Fence", "Fence" }, { "Post", "Post" }, { "Sheet", "Sheet" }, { "Moai_PC", "Moai_PC" } }; int SampleSceneController::getAssetsCount() { return sizeof(ASSETS) / sizeof(ASSETS[0]); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SampleSceneController::SampleSceneController(CFirstPersonCamera* camera, ApexController& apex) : mApex(apex), mCamera(camera), mActor(NULL) { } SampleSceneController::~SampleSceneController() { } void SampleSceneController::onSampleStart() { // setup camera DirectX::XMVECTORF32 lookAtPt = { 0, 10, 0, 0 }; DirectX::XMVECTORF32 eyePt = { 0, 20, 60, 0 }; mCamera->SetViewParams(eyePt, lookAtPt); mCamera->SetRotateButtons(false, false, true, false); mCamera->SetEnablePositionMovement(true); // spawn actor setCurrentAsset(0); } void SampleSceneController::setCurrentAsset(int num) { int assetsCount = getAssetsCount(); num = nvidia::PxClamp(num, 0, assetsCount - 1); mCurrentAsset = num; if(mActor != NULL) { mApex.removeActor(mActor); mActor = NULL; } mActor = mApex.spawnDestructibleActor(ASSETS[num].model); } void SampleSceneController::fire(float mouseX, float mouseY) { PxVec3 eyePos, pickDir; mApex.getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir); if (pickDir.normalize() > 0) { float time; PxVec3 normal; const int chunkIndex = mActor->rayCast(time, normal, eyePos, pickDir, DestructibleActorRaycastFlags::AllChunks); if (chunkIndex != ModuleDestructibleConst::INVALID_CHUNK_INDEX) { mActor->applyDamage(PX_MAX_F32, 0.0f, eyePos + time * pickDir, pickDir, chunkIndex); } } }