// // 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 "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), mActor(NULL), mAsset(NULL) { } SampleSceneController::~SampleSceneController() { } void SampleSceneController::onSampleStart() { PX_ASSERT_WITH_MESSAGE(mApex.getModuleParticles(), "Particle dll can't be found or ApexFramework was built withoud particles support"); if (mApex.getModuleParticles()) { // 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 (mApex.getModuleParticles() == NULL || 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"); if (mActor) { mActor->registerImpact(rcBuffer.block.position, pickDir, rcBuffer.block.normal, surfType); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////