// 窗口初始化 Boolean TCommentDetailForm::_OnWinInitEvent(TApplication * pApp, EventType * pEvent) { m_BackBtn = SetAppBackButton(this); SetDetailData(this->m_appCommentDetailType); _OnCommentDetailControl(pApp); SetTitleString(this->m_appCommentDetailType); return TRUE; }
bool NSF::LoadFile (const char *fn) { FILE *fp = NULL; UINT8 *buf = NULL; //MAX 256KB PLSITEM *pls = NULL; int size, rsize; pls = PLSITEM_new (fn); if (!pls) goto Error_Exit; if (pls->type == 3) strncpy (filename, pls->filename, NSF_MAX_PATH); else if ( strstr (fn, ".nsf") || strstr (fn, ".NSF") || strstr (fn, ".nsfe") || strstr (fn, ".NSFE") ) strncpy (filename, fn, NSF_MAX_PATH); else goto Error_Exit; filename[NSF_MAX_PATH - 1] = '\0'; fp = fopen (filename, "rb"); if (fp == NULL) goto Error_Exit; fseek (fp, 0L, SEEK_END); size = ftell (fp); fseek (fp, 0L, SEEK_SET); buf = new UINT8[size]; rsize = fread (buf, 1, size, fp); if (size != rsize) goto Error_Exit; if (Load (buf, size) == false) goto Error_Exit; if (pls->type == 3) { SetTitleString (pls->title); song = pls->song; playlist_mode = true; title_unknown = false; enable_multi_tracks = false; } else { playlist_mode = false; title_unknown = true; enable_multi_tracks = true; } time_in_ms = pls->time_in_ms; loop_in_ms = pls->loop_in_ms; fade_in_ms = pls->fade_in_ms; loop_num = pls->loop_num; if (time_in_ms < 0) playtime_unknown = true; else playtime_unknown = false; fclose (fp); delete[]buf; PLSITEM_delete (pls); return true; Error_Exit: if (pls) PLSITEM_delete (pls); if (buf) delete[]buf; if (fp) fclose (fp); return false; }
void SampleCollision::setup() { SetTitleString(getName()); #ifdef __PPCGEKKO__ SetHelpString(" a: create rigid bodies"); #else SetHelpString(" b: create rigid bodies"); #endif gShadows = false; // Create objects in the scene if (!InitCooking(gAllocator, &gErrorStream)) { printf("\nError: Unable to initialize the cooking library, exiting the sample.\n\n"); return; } // Load ASE file CookASE("fluidSample.ase", gScene, NxVec3(1,10,0)); CookASE("coolFlow.ase", gScene, NxVec3(1,6,-0), NxVec3(1,0.2,1)); CloseCooking(); // Add a box shaped drain. NxActorDesc boxDrainActor; NxBoxShapeDesc boxDrainShape; boxDrainActor.shapes.pushBack(&boxDrainShape); boxDrainShape.dimensions.set(40,1,40); boxDrainShape.shapeFlags |= NX_SF_FLUID_DRAIN; boxDrainActor.globalPose.t.set(0, 0, 0); gScene->createActor(boxDrainActor); //Pre cook hotspots NxBounds3 precookAABB; precookAABB.set(NxVec3(-20,-20,-20), NxVec3(20,20,20)); // gScene->cookFluidMeshHotspot(precookAABB, PACKET_SIZE_MULTIPLIER, REST_PARTICLES_PER_METER, KERNEL_RADIUS_MULTIPLIER, MOTION_LIMIT_MULTIPLIER, COLLISION_DISTANCE_MULTIPLIER ); //Create a set of initial particles ParticleSDK* initParticles = new ParticleSDK[MAX_PARTICLES]; unsigned initParticlesNum = 0; NxVec3 fluidPos(0, 11.6, 0); float distance = 0.1f; unsigned sideNum = 16; float rad = sideNum*distance*0.5f; for (unsigned i=0; i<sideNum; i++) for (unsigned j=0; j<sideNum; j++) for (unsigned k=0; k<sideNum; k++) { NxVec3 p = NxVec3(i*distance,j*distance,k*distance); if (p.distance(NxVec3(rad,rad,rad)) < rad) { p += fluidPos; ParticleSDK& newParticle = initParticles[initParticlesNum++]; newParticle.position = p; newParticle.velocity = NxVec3(0,0,0); } } //Setup structure to pass initial particles. NxParticleData initParticleData; initParticleData.numParticlesPtr = &initParticlesNum; initParticleData.bufferPos = &initParticles[0].position.x; initParticleData.bufferPosByteStride = sizeof(ParticleSDK); initParticleData.bufferVel = &initParticles[0].velocity.x; initParticleData.bufferVelByteStride = sizeof(ParticleSDK); //Setup fluid descriptor NxFluidDesc fluidDesc; fluidDesc.maxParticles = initParticlesNum; fluidDesc.kernelRadiusMultiplier = KERNEL_RADIUS_MULTIPLIER; fluidDesc.restParticlesPerMeter = REST_PARTICLES_PER_METER; fluidDesc.collisionDistanceMultiplier = COLLISION_DISTANCE_MULTIPLIER; fluidDesc.stiffness = 50.0f; fluidDesc.viscosity = 22.0f; fluidDesc.damping = 0.0f; fluidDesc.restitutionForStaticShapes = 0.4f; fluidDesc.dynamicFrictionForStaticShapes = 0.03f; fluidDesc.simulationMethod = NX_F_SPH; //NX_F_NO_PARTICLE_INTERACTION; if (!gHardwareSimulation) fluidDesc.flags &= ~NX_FF_HARDWARE; fluidDesc.initialParticleData = initParticleData; //Create user fluid. //- create NxFluid in NxScene //- setup the buffers to read from data from the SDK //- set NxFluid::userData field to MyFluid instance bool trackUserData = false; bool provideCollisionNormals = false; MyFluid* fluid = new MyFluid(gScene, fluidDesc, trackUserData, provideCollisionNormals, NxVec3(0.2f,0.3f,0.7f), 0.03f); assert(fluid); gMyFluids.pushBack(fluid); delete[] initParticles; gCameraPos.set(23, 14, 23); gCameraForward = fluidPos - NxVec3(0, 3, 0) - gCameraPos; gCameraForward.normalize(); }