// // 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. #ifndef SCENE_CONTROLLER_H #define SCENE_CONTROLLER_H #include "ApexController.h" #include "SampleManager.h" class CFirstPersonCamera; class SampleSceneController : public ISampleController { public: SampleSceneController(CFirstPersonCamera* camera, ApexController& apex); virtual ~SampleSceneController(); DestructibleActor* getCurrentActor() { return mActor; } virtual void onSampleStart(); // commands void throwCube(); // ui exposed settings: float& getCubeVelocity() { return mCubeVelocity; } float& getCubeMass() { return mCubeMass; } const float* getDamageThreshold() { return &mDamageThreshold; } const float getLastImpactDamage() { return mLastImpactDamage; } private: SampleSceneController& operator= (SampleSceneController&); class SampleImpactDamageReport : public UserImpactDamageReport { public: SampleImpactDamageReport() : mScene(0) {} void setScene(SampleSceneController* scene) { mScene = scene; } void onImpactDamageNotify(const ImpactDamageEventData* buffer, uint32_t bufferSize); private: SampleImpactDamageReport& operator= (SampleImpactDamageReport&); SampleSceneController* mScene; }; SampleImpactDamageReport mImpactDamageReport; ApexController& mApex; CFirstPersonCamera* mCamera; DestructibleActor* mActor; float mCubeVelocity; float mCubeMass; float mDamageThreshold; float mLastImpactDamage; char mLastCubeName[32]; int mCubesCount; }; PxFilterFlags DestructionImpactDamageFilterShader( PxFilterObjectAttributes attributes0, PxFilterData filterData0, PxFilterObjectAttributes attributes1, PxFilterData filterData1, PxPairFlags& pairFlags, const void* constantBlock, uint32_t constantBlockSize); #endif