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/*
* 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 <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 "PxPhysicsAPI.h"
#include "PxMath.h"
#include "ApexResourceCallback.h"
#include "PhysXPrimitive.h"
#include "ImpactEmitterAsset.h"
#include "ImpactEmitterActor.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
mAsset = (nvidia::apex::ImpactEmitterAsset *)mApex.getApexSDK()->getNamedResourceProvider()->getResource(IMPACT_EMITTER_AUTHORING_TYPE_NAME, "testImpactEmitter");
NvParameterized::Interface *defaultActorDesc = mAsset->getDefaultActorDesc();
NvParameterized::setParamTransform(*defaultActorDesc, "InitialPose", PxTransform(PxIdentity));
mActor = (ImpactEmitterActor *)mAsset->createApexActor(*defaultActorDesc, *(mApex.getApexScene()));
}
void SampleSceneController::fire(float mouseX, float mouseY)
{
PxVec3 eyePos, pickDir;
mApex.getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir);
if (pickDir.normalize() <= 0)
{
return;
}
PxHitFlags outputFlags;
outputFlags |= PxHitFlag::ePOSITION;
outputFlags |= PxHitFlag::eDISTANCE;
PxRaycastBuffer rcBuffer;
bool collision = false;
PxScene* scene = mApex.getApexScene()->getPhysXScene();
scene->lockRead(__FILE__, __LINE__);
collision = scene->raycast(eyePos, pickDir, 1e6, rcBuffer, outputFlags);
scene->unlockRead();
uint32_t surfType = mAsset->querySetID("meshParticleEvent");
mActor->registerImpact(rcBuffer.block.position, pickDir, rcBuffer.block.normal, surfType);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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