/* * 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 "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); } } }