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/*
* 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 "SampleUIController.h"
#include "SampleSceneController.h"
#include "CommonUIController.h"
SampleUIController::SampleUIController(SampleSceneController* s, CommonUIController* c) : mScene(s), mCommonUIController(c)
{
}
void SampleUIController::onInitialize()
{
TwBar* sampleBar = TwNewBar("Sample");
PX_UNUSED(sampleBar);
TwDefine("Sample color='19 25 59' alpha=128 text=light size='200 150' iconified=false valueswidth=150 position='12 480' label='Select Asset'");
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eBODY_ANG_VELOCITY);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eBODY_LIN_VELOCITY);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eBODY_MASS_AXES);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_AABBS);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_SHAPES);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_AXES);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_COMPOUNDS);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_FNORMALS);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_EDGES);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_STATIC);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::eCOLLISION_DYNAMIC);
mCommonUIController->addApexDebugRenderParam("LodBenefits");
mCommonUIController->addApexDebugRenderParam("RenderNormals");
mCommonUIController->addApexDebugRenderParam("RenderTangents");
mCommonUIController->addApexDebugRenderParam("Bounds");
mCommonUIController->addApexDebugRenderParam("PhysicsMeshWire", "Clothing", 0.9f, "Clothing Physics Mesh(Wire)");
mCommonUIController->addApexDebugRenderParam("SolverMode", "Clothing", 1.0f, "SolverMode");
mCommonUIController->addApexDebugRenderParam("Wind", "Clothing", 0.1f, "Wind");
mCommonUIController->addApexDebugRenderParam("Velocities", "Clothing", 0.1f, "Velocities");
mCommonUIController->addApexDebugRenderParam("SkinnedPositions", "Clothing", 1.0f, "Clothing Skinned Positions");
mCommonUIController->addApexDebugRenderParam("Backstop", "Clothing", 1.0f, "Backstop");
mCommonUIController->addApexDebugRenderParam("MaxDistance", "Clothing", 1.0f, "MaxDistance");
mCommonUIController->addApexDebugRenderParam("LengthFibers", "Clothing", 1.0f, "LengthFibers");
mCommonUIController->addApexDebugRenderParam("CrossSectionFibers", "Clothing", 1.0f, "CrossSectionFibers");
mCommonUIController->addApexDebugRenderParam("TethersActive", "Clothing", 1.0f, "TethersActive");
mCommonUIController->addApexDebugRenderParam("SelfCollision", "Clothing", 1.0f, "SelfCollision");
mCommonUIController->addApexDebugRenderParam("CollisionShapes", "Clothing", 1.0f, "Solid Clothing Collision");
}
LRESULT SampleUIController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
PX_UNUSED(hWnd);
PX_UNUSED(wParam);
PX_UNUSED(lParam);
if(uMsg == WM_LBUTTONDOWN)
{
mScene->throwSphere();
}
return 1;
}
void SampleUIController::BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc)
{
PX_UNUSED(pDevice);
mWidth = pBackBufferSurfaceDesc->Width;
mHeight = pBackBufferSurfaceDesc->Height;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// UI Callbacks
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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