/* * Copyright (c) 2008-2015, 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 "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 "PxPhysicsAPI.h" #include "PxMath.h" #include "ApexResourceCallback.h" #include "PhysXPrimitive.h" #include "ImpactEmitterAsset.h" #include "ImpactEmitterActor.h" using namespace physx; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SampleSceneController::SampleSceneController(CFirstPersonCamera* camera, ApexController& apex) : mApex(apex), mCamera(camera) { } SampleSceneController::~SampleSceneController() { } void SampleSceneController::onSampleStart() { // setup camera DirectX::XMVECTORF32 lookAtPt = { 0, 2, 0, 0 }; DirectX::XMVECTORF32 eyePt = { 0, 5, 10, 0 }; mCamera->SetViewParams(eyePt, lookAtPt); mCamera->SetRotateButtons(false, false, true, false); mCamera->SetEnablePositionMovement(true); // spawn mesh emitter mAsset = (nvidia::apex::ImpactEmitterAsset *)mApex.getApexSDK()->getNamedResourceProvider()->getResource(IMPACT_EMITTER_AUTHORING_TYPE_NAME, "testImpactEmitter"); NvParameterized::Interface *defaultActorDesc = mAsset->getDefaultActorDesc(); NvParameterized::setParamTransform(*defaultActorDesc, "InitialPose", PxTransform(PxIdentity)); mActor = (ImpactEmitterActor *)mAsset->createApexActor(*defaultActorDesc, *(mApex.getApexScene())); } void SampleSceneController::fire(float mouseX, float mouseY) { PxVec3 eyePos, pickDir; mApex.getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir); if (pickDir.normalize() <= 0) { return; } PxHitFlags outputFlags; outputFlags |= PxHitFlag::ePOSITION; outputFlags |= PxHitFlag::eDISTANCE; PxRaycastBuffer rcBuffer; bool collision = false; PxScene* scene = mApex.getApexScene()->getPhysXScene(); scene->lockRead(__FILE__, __LINE__); collision = scene->raycast(eyePos, pickDir, 1e6, rcBuffer, outputFlags); scene->unlockRead(); uint32_t surfType = mAsset->querySetID("meshParticleEvent"); mActor->registerImpact(rcBuffer.block.position, pickDir, rcBuffer.block.normal, surfType); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////