1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
|
//
// 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 "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'");
UINT assetsCount = (UINT)SampleSceneController::getAssetsCount();
TwEnumVal* enumAssets = new TwEnumVal[assetsCount];
for (UINT i = 0; i < assetsCount; i++)
{
enumAssets[i].Value = (int32_t)i;
enumAssets[i].Label = SampleSceneController::ASSETS[i].uiName;
}
TwType enumSceneType = TwDefineEnum("Assets", enumAssets, assetsCount);
delete[] enumAssets;
TwAddVarCB(sampleBar, "Assets", enumSceneType, SampleUIController::setCurrentScene,
SampleUIController::getCurrentScene, this, "group='Select Scene'");
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::ePARTICLE_SYSTEM_POSITION);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::ePARTICLE_SYSTEM_VELOCITY);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::ePARTICLE_SYSTEM_COLLISION_NORMAL);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BOUNDS);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::ePARTICLE_SYSTEM_GRID);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BROADPHASE_BOUNDS);
mCommonUIController->addPhysXDebugRenderParam(PxVisualizationParameter::ePARTICLE_SYSTEM_MAX_MOTION_DISTANCE);
mCommonUIController->addApexDebugRenderParam("VISUALIZE_TURBULENCE_FS_VELOCITY", "TurbulenceFS", 1.0f, "TurbulenceFS velocities");
mCommonUIController->addApexDebugRenderParam("VISUALIZE_TURBULENCE_FS_BBOX", "TurbulenceFS", 1.0f, "TurbulenceFS BBOX");
mCommonUIController->addApexDebugRenderParam("VISUALIZE_TURBULENCE_FS_ACTOR_NAME", "TurbulenceFS", 1.0f, "TurbulenceFS name");
mCommonUIController->addApexDebugRenderParam("VISUALIZE_TURBULENCE_FS_VELOCITY_FIELD", "TurbulenceFS", 1.0f, "TurbulenceFS velocity field");
mCommonUIController->addApexDebugRenderParam("VISUALIZE_TURBULENCE_FS_STREAMLINES", "TurbulenceFS", 1.0f, "TurbulenceFS streamlines");
mCommonUIController->addApexDebugRenderParam("VISUALIZE_IOFX_ACTOR", "Iofx", 1.0f, "IOFX actor");
mCommonUIController->addApexDebugRenderParam("apexEmitterParameters.VISUALIZE_APEX_EMITTER_ACTOR", "Emitter", 1.0f, "Emitter actor");
mCommonUIController->addHintLine("Throw cube - SPACE");
mCommonUIController->addHintLine("Hook cube - LMB");
}
LRESULT SampleUIController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
PX_UNUSED(hWnd);
PX_UNUSED(wParam);
PX_UNUSED(lParam);
if(uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP)
{
short mouseX = (short)LOWORD(lParam);
short mouseY = (short)HIWORD(lParam);
SampleSceneController::TouchEvent touchEvent = uMsg == WM_LBUTTONDOWN ? SampleSceneController::ePRESS : (uMsg == WM_MOUSEMOVE ? SampleSceneController::eDRAG : SampleSceneController::eRELEASE);
mScene->onTouchEvent(touchEvent, mouseX / static_cast<float>(mWidth), mouseY / static_cast<float>(mHeight));
}
if (uMsg == WM_KEYDOWN)
{
int iKeyPressed = static_cast<int>(wParam);
if (iKeyPressed == VK_SPACE)
{
mScene->throwCube();
}
}
return 1;
}
void SampleUIController::BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc)
{
PX_UNUSED(pDevice);
mWidth = pBackBufferSurfaceDesc->Width;
mHeight = pBackBufferSurfaceDesc->Height;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// UI Callbacks
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void TW_CALL SampleUIController::setCurrentScene(const void* value, void* clientData)
{
SampleUIController* controller = static_cast<SampleUIController*>(clientData);
controller->mScene->setCurrentAsset(*static_cast<const int*>(value));
}
void TW_CALL SampleUIController::getCurrentScene(void* value, void* clientData)
{
SampleUIController* controller = static_cast<SampleUIController*>(clientData);
*static_cast<int*>(value) = controller->mScene->getCurrentAsset();
}
|