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//
// 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 "Apex.h"
#include "ApexRenderer.h" // for matrix conversion
#include <DirectXMath.h>
#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 "ApexResourceCallback.h"
#include "PxMath.h"
using namespace nvidia;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Scenes Setup
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SampleSceneController::AssetDescription SampleSceneController::ASSETS[] =
{
{ "Wall_PC", "Wall" },
{ "arch", "arch" },
{ "Bunny", "Bunny" },
{ "block", "block" },
{ "Fence", "Fence" },
{ "Post", "Post" },
{ "Sheet", "Sheet" },
{ "Moai_PC", "Moai_PC" }
};
int SampleSceneController::getAssetsCount()
{
return sizeof(ASSETS) / sizeof(ASSETS[0]);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SampleSceneController::SampleSceneController(CFirstPersonCamera* camera, ApexController& apex)
: mApex(apex), mCamera(camera), mActor(NULL)
{
}
SampleSceneController::~SampleSceneController()
{
}
void SampleSceneController::onSampleStart()
{
// setup camera
DirectX::XMVECTORF32 lookAtPt = { 0, 10, 0, 0 };
DirectX::XMVECTORF32 eyePt = { 0, 20, 60, 0 };
mCamera->SetViewParams(eyePt, lookAtPt);
mCamera->SetRotateButtons(false, false, true, false);
mCamera->SetEnablePositionMovement(true);
// spawn actor
setCurrentAsset(0);
}
void SampleSceneController::setCurrentAsset(int num)
{
int assetsCount = getAssetsCount();
num = nvidia::PxClamp(num, 0, assetsCount - 1);
mCurrentAsset = num;
if(mActor != NULL)
{
mApex.removeActor(mActor);
mActor = NULL;
}
mActor = mApex.spawnDestructibleActor(ASSETS[num].model);
}
void SampleSceneController::fire(float mouseX, float mouseY)
{
PxVec3 eyePos, pickDir;
mApex.getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir);
if (pickDir.normalize() > 0)
{
float time;
PxVec3 normal;
const int chunkIndex = mActor->rayCast(time, normal, eyePos, pickDir, DestructibleActorRaycastFlags::AllChunks);
if (chunkIndex != ModuleDestructibleConst::INVALID_CHUNK_INDEX)
{
mActor->applyDamage(PX_MAX_F32, 0.0f, eyePos + time * pickDir, pickDir, chunkIndex);
}
}
}
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