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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.
#ifndef SCENE_CONTROLLER_H
#define SCENE_CONTROLLER_H
#include "ApexController.h"
#include "SampleManager.h"
class CFirstPersonCamera;
class SampleSceneController : public ISampleController
{
public:
SampleSceneController(CFirstPersonCamera* camera, ApexController& apex);
virtual ~SampleSceneController();
DestructibleActor* getCurrentActor() { return mActor; }
virtual void onSampleStart();
// commands
void throwCube();
// ui exposed settings:
float& getCubeVelocity() { return mCubeVelocity; }
float& getCubeMass() { return mCubeMass; }
const float* getDamageThreshold() { return &mDamageThreshold; }
const float getLastImpactDamage() { return mLastImpactDamage; }
private:
SampleSceneController& operator= (SampleSceneController&);
class SampleImpactDamageReport : public UserImpactDamageReport
{
public:
SampleImpactDamageReport() : mScene(0) {}
void setScene(SampleSceneController* scene)
{
mScene = scene;
}
void onImpactDamageNotify(const ImpactDamageEventData* buffer, uint32_t bufferSize);
private:
SampleImpactDamageReport& operator= (SampleImpactDamageReport&);
SampleSceneController* mScene;
};
SampleImpactDamageReport mImpactDamageReport;
ApexController& mApex;
CFirstPersonCamera* mCamera;
DestructibleActor* mActor;
float mCubeVelocity;
float mCubeMass;
float mDamageThreshold;
float mLastImpactDamage;
char mLastCubeName[32];
int mCubesCount;
};
PxFilterFlags DestructionImpactDamageFilterShader(
PxFilterObjectAttributes attributes0,
PxFilterData filterData0,
PxFilterObjectAttributes attributes1,
PxFilterData filterData1,
PxPairFlags& pairFlags,
const void* constantBlock,
uint32_t constantBlockSize);
#endif
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