/* * 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 "EmitterAsset.h" #include "EmitterActor.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 nvidia::apex::Asset *asset = (nvidia::apex::Asset *)mApex.getApexSDK()->getNamedResourceProvider()->getResource(EMITTER_AUTHORING_TYPE_NAME, "testMeshEmitter4ParticleIos"); NvParameterized::Interface *defaultActorDesc = asset->getDefaultActorDesc(); NvParameterized::setParamTransform(*defaultActorDesc, "InitialPose", PxTransform(PxIdentity)); EmitterActor *actor = (EmitterActor*)asset->createApexActor(*defaultActorDesc, *(mApex.getApexScene())); actor->startEmit(true); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////