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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/SampleCharacterCloth/SampleCharacterClothPlatform.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/SampleCharacterCloth/SampleCharacterClothPlatform.h')
| -rw-r--r-- | PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothPlatform.h | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothPlatform.h b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothPlatform.h new file mode 100644 index 00000000..a9af7280 --- /dev/null +++ b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothPlatform.h @@ -0,0 +1,80 @@ +// 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_CLOTH_PLATFORM_H +#define SAMPLE_CHARACTER_CLOTH_PLATFORM_H + +#include "PhysXSample.h" +#include "characterkinematic/PxController.h" +#include "SampleAllocator.h" +#include "SampleAllocatorSDKClasses.h" + +/////////////////////////////////////////////////////////////////////////////// +class SampleCharacterClothPlatform : public SampleAllocateable +{ +public: + + /////////////////////////////////////////////////////////////////////////////// + enum { + ePLATFORM_TYPE_STATIC, + ePLATFORM_TYPE_MOVING, + ePLATFORM_TYPE_TRIGGERED, + }; + + /////////////////////////////////////////////////////////////////////////////// + SampleCharacterClothPlatform(); + ~SampleCharacterClothPlatform() {} + + /////////////////////////////////////////////////////////////////////////////// + PX_FORCE_INLINE PxRigidDynamic* getPhysicsActor() { return mActor;} + PX_FORCE_INLINE PxReal getTravelTime() const { return mTravelTime; } + PX_FORCE_INLINE PxU32 getType() const { return mType; } + + PX_FORCE_INLINE void setActive(bool b) { mActive = b; } + PX_FORCE_INLINE void setTravelTime(PxReal t) { mTravelTime = t; } + PX_FORCE_INLINE void setType(PxU32 t) { mType = t; } + + /////////////////////////////////////////////////////////////////////////////// + void init(PxRigidDynamic* actor, PxReal travelTime, const PxVec3& offsetTarget = PxVec3(0,0,0) ); + void release(); + void reset(); + void update(PxReal dtime); + +protected: + PxRigidDynamic* mActor; + PxReal mCurrentTime; + PxReal mTravelTime; + PxVec3 mStart; + PxVec3 mTarget; + bool mFlip; + PxU32 mType; + bool mActive; +}; + +#endif |