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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/SampleCCTSharedCode/KinematicPlatform.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 KINEMATIC_PLATFORM_H
+#define KINEMATIC_PLATFORM_H
+
+#include "common/PxPhysXCommonConfig.h"
+#include "foundation/PxTransform.h"
+#include "SampleAllocator.h"
+#include "SampleAllocatorSDKClasses.h"
+#include "characterkinematic/PxControllerObstacles.h"
+#include <vector>
+
+namespace physx
+{
+ class PxRigidDynamic;
+}
+
+ // PT: Captures the state of the platform. We decouple this data from the platform itself so that the
+ // same platform path (const data) can be used by several platform instances.
+ struct PlatformState
+ {
+ PlatformState();
+
+ PxTransform mPrevPose;
+ PxReal mCurrentTime;
+ PxReal mCurrentRotationTime;
+ bool mFlip;
+ };
+
+ enum LoopMode
+ {
+ LOOP_FLIP,
+ LOOP_WRAP,
+ };
+
+ class KinematicPlatform : public SampleAllocateable
+ {
+ public:
+ KinematicPlatform();
+ ~KinematicPlatform();
+
+ void release();
+ void init(PxU32 nbPts, const PxVec3* pts, const PxTransform& globalPose, const PxQuat& localRot, PxRigidDynamic* actor, PxReal travelTime, PxReal rotationSpeed, LoopMode mode=LOOP_FLIP);
+ void setBoxObstacle(ObstacleHandle handle, const PxBoxObstacle* boxObstacle);
+ PxU32 getNbSegments() const;
+ PxReal computeLength() const;
+ bool getPoint(PxVec3& p, PxU32 seg, PxReal t) const;
+ bool getPoint(PxVec3& p, PxReal t) const;
+ void resync();
+
+ PX_FORCE_INLINE void updatePhysics(PxReal dtime) { updateState(mPhysicsState, NULL, dtime, true); }
+ PX_FORCE_INLINE void updateRender(PxReal dtime, PxObstacleContext* obstacleContext) { updateState(mRenderState, obstacleContext, dtime, false); }
+
+ PX_FORCE_INLINE PxReal getTravelTime() const { return mTravelTime; }
+ PX_FORCE_INLINE void setTravelTime(PxReal t) { mTravelTime = t; }
+ void setT(PxF32 t);
+
+ PX_FORCE_INLINE const PxTransform& getPhysicsPose() const { return mPhysicsState.mPrevPose; }
+ PX_FORCE_INLINE const PxTransform& getRenderPose() const { return mRenderState.mPrevPose; }
+
+ PX_FORCE_INLINE PxRigidDynamic* getPhysicsActor() { return mActor; }
+
+ PX_FORCE_INLINE PxReal getRotationSpeed() const { return mRotationSpeed; }
+ PX_FORCE_INLINE void setRotationSpeed(PxReal s) { mRotationSpeed = s; }
+
+ protected:
+ PxQuat mLocalRot; // Local rotation (const data)
+ PxU32 mNbPts;
+ PxVec3Alloc* mPts;
+ PxRigidDynamic* mActor; // Physics
+ const PxBoxObstacle* mBoxObstacle;
+ ObstacleHandle mObstacle; // Render
+ PxReal mTravelTime;
+ PxReal mRotationSpeed;
+ LoopMode mMode;
+
+ PlatformState mPhysicsState;
+ PlatformState mRenderState;
+ void updateState(PlatformState& state, PxObstacleContext* obstacleContext, PxReal dtime, bool updateActor) const;
+ };
+
+ class KinematicPlatformManager : public SampleAllocateable
+ {
+ public:
+ KinematicPlatformManager();
+ ~KinematicPlatformManager();
+
+ void release();
+ KinematicPlatform* createPlatform(PxU32 nbPts, const PxVec3* pts, const PxTransform& pose, const PxQuat& localRot, PxRigidDynamic* actor, PxReal platformSpeed, PxReal rotationSpeed, LoopMode mode=LOOP_FLIP);
+
+ PX_FORCE_INLINE PxU32 getNbPlatforms() { return (PxU32)mPlatforms.size(); }
+ PX_FORCE_INLINE KinematicPlatform** getPlatforms() { return &mPlatforms[0]; }
+ PX_FORCE_INLINE PxF32 getElapsedTime() { return mElapsedPlatformTime; }
+ PX_FORCE_INLINE void syncElapsedTime(float time) { mElapsedPlatformTime = time; }
+
+ void updatePhysicsPlatforms(float dtime);
+
+ protected:
+ std::vector<KinematicPlatform*> mPlatforms;
+ PxF32 mElapsedPlatformTime;
+ };
+
+
+#endif