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path: root/APEX_1.4/samples_v2/SampleParticlesMeshParticles/SampleSceneController.cpp
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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 "EmitterAsset.h"
#include "EmitterActor.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
	nvidia::apex::Asset *asset = (nvidia::apex::Asset *)mApex.getApexSDK()->getNamedResourceProvider()->getResource(EMITTER_AUTHORING_TYPE_NAME, "testMeshEmitter4ParticleIos");
	NvParameterized::Interface *defaultActorDesc = asset->getDefaultActorDesc();
	NvParameterized::setParamTransform(*defaultActorDesc, "InitialPose", PxTransform(PxIdentity));
	EmitterActor *actor = (EmitterActor*)asset->createApexActor(*defaultActorDesc, *(mApex.getApexScene()));

	actor->startEmit(true);

}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////