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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleBase/SampleCharacterHelpers.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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