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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleBase/SampleCharacterHelpers.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleBase/SampleCharacterHelpers.h')
| -rw-r--r-- | PhysX_3.4/Samples/SampleBase/SampleCharacterHelpers.h | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleBase/SampleCharacterHelpers.h b/PhysX_3.4/Samples/SampleBase/SampleCharacterHelpers.h new file mode 100644 index 00000000..e2ccd087 --- /dev/null +++ b/PhysX_3.4/Samples/SampleBase/SampleCharacterHelpers.h @@ -0,0 +1,152 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and 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. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#ifndef SAMPLE_CHARACTER_HELPERS_H +#define SAMPLE_CHARACTER_HELPERS_H + +#include "foundation/PxBounds3.h" +#include "foundation/PxFlags.h" +#include "foundation/PxTransform.h" + +#include "SampleAllocator.h" +#include "SampleArray.h" +#include "AcclaimLoader.h" + + +class Character; + +/////////////////////////////////////////////////////////////////////////////// +class Skin +{ +public: + bool bindToCharacter(Character& character, SampleArray<PxVec4> &positions); + bool computeNewPositions(Character& characeter, SampleArray<PxVec3> &positions); + +protected: + SampleArray<PxVec3> mBindPos; + int mBoneID; +}; + + +/////////////////////////////////////////////////////////////////////////////// +// Helper class to read and setup motion clip +// This class provides enough functionality to create a moving stickman character and use it +// for samples and tests. +class Character +{ + /////////////////////////////////////////////////////////////////////////////// + struct MotionData : public SampleAllocateable + { + PxTransform mRootTransform; + PxTransform mBoneTransform[MAX_BONE_NUMBER]; + }; + + struct Motion : public SampleAllocateable + { + MotionData* mMotionData; + PxU32 mNbFrames; + PxReal mDistance; // distance from first to last frame + public: + void release() { SAMPLE_FREE(mMotionData); delete this; } + }; + +public: + Character(); + + virtual ~Character() { release(); } + + /// read a motion clip from .amc file, returns a motion handle or -1 if amc file is invalid. + int addMotion(const char* amcFileName, PxU32 start = 0, PxU32 end = 10000); + + /// create character from .asf setup + bool create(const char* asfFileName, PxReal scale = 1.0f); + + /// orient this character in the given direction + bool faceToward(const PxVec3 &dir, PxReal angleLimitPerFrame = 360.0f); + + /// create a pose info enough to create stickman + bool getFramePose(PxTransform &rootTransform, SampleArray<PxVec3> &positions, SampleArray<PxU32> &indexBuffers); + + /// set next pose from the motion clip (speed = 1.0 will match original motion clip) + bool move(PxReal speed = 1.0f, bool jump = false, bool active = true); + + /// reset motion to first frame + void resetMotion(PxReal firstFrame = 0.0f); + + /// move forward + bool setForward(); + + /// set global pose + bool setGlobalPose(const PxTransform &transform); + + /// set goal position + bool setGoalPosition(const PxVec3 pos); + + /// select motion + bool setMotion(PxU32 motionhandle, bool init = false); + + /// set target position + bool setTargetPosition(const PxVec3 pos); + +protected: + + /// build internal motion data from raw amc data + bool buildMotion(Acclaim::AMCData&, Motion&, PxU32 start, PxU32 end); + + /// compute per-frame pose cache + bool computeFramePose(); + + /// read a motion clip from .amc file + bool readSetup(const char* asfFileName); + + /// release memory + void release(); + +private: + SampleArray<Motion*> mMotions; + PxTransform mCurrentBoneTransform[MAX_BONE_NUMBER]; + PxTransform mCurrentRootTransform; + Motion* mCurrentMotion; + Motion* mTargetMotion; + PxU32 mBlendCounter; + PxReal mCharacterScale; + + Acclaim::ASFData* mASFData; + PxU32 mNbBones; + + PxVec3 mGoalPosition; + PxVec3 mTargetPosition; + PxTransform mCharacterPose; // transformation of the character itself + PxReal mFrameTime; + + + friend class Skin; +}; + +#endif // SAMPLE_CHARACTER_HELPERS |