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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/SampleCharacterCloth/SampleCharacterCloth_CCT.cpp
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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.
+
+#include "PxPhysXConfig.h"
+
+#if PX_USE_CLOTH_API
+
+#include "SampleCharacterCloth.h"
+
+#include "SampleCharacterClothCameraController.h"
+#include "SampleAllocatorSDKClasses.h"
+
+#include "PxPhysicsAPI.h"
+#include "extensions/PxExtensionsAPI.h"
+
+#include "characterkinematic/PxControllerManager.h"
+#include "characterkinematic/PxBoxController.h"
+#include "characterkinematic/PxCapsuleController.h"
+
+
+#include "geometry/PxMeshQuery.h"
+#include "geometry/PxTriangle.h"
+
+#include "RenderBaseActor.h"
+#include "RenderBoxActor.h"
+#include "RenderCapsuleActor.h"
+#include <SampleUserInputIds.h>
+#include <SamplePlatform.h>
+#include <SampleUserInput.h>
+#include <SampleUserInputDefines.h>
+
+using namespace SampleRenderer;
+using namespace SampleFramework;
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::bufferCCTMotion(const PxVec3& targetDisp, PxReal dtime)
+{
+ PxVec3 disp = targetDisp;
+
+ if(!isPaused())
+ {
+ // advance jump controller
+ mJump.tick(dtime);
+
+ // modify y component of displacement due to jump status
+ disp.y = mJump.getDisplacement(dtime);
+
+ if (mJump.isInFreefall())
+ {
+ disp.x = 0;
+ disp.z = 0;
+ mCCTActive = false;
+ }
+ }
+
+ // buffer the displacement and timestep to feed in onSubstep function
+ mCCTDisplacement = disp;
+ mCCTTimeStep = dtime;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::createCCTController()
+{
+ mControllerManager = PxCreateControllerManager(getActiveScene());
+
+ // use ray casting to position the CCT on the terrain
+ PxScene& scene = getActiveScene();
+ PxRaycastBuffer hit;
+ bool didHit = scene.raycast(PxVec3(0,100,0), PxVec3(0,-1,0), 500.0f, hit, PxHitFlags(0xffff));
+ PX_UNUSED(didHit);
+ PX_ASSERT(didHit);
+ mControllerInitialPosition = hit.block.position + PxVec3(0.0f, 1.6f, 0.0f);
+
+ // create and fill in the descriptor for the capsule controller
+ PxCapsuleControllerDesc cDesc;
+
+ cDesc.height = 2.0f;
+ cDesc.radius = 0.5f;
+ cDesc.material = &getDefaultMaterial();
+ cDesc.position = PxExtendedVec3(mControllerInitialPosition.x, mControllerInitialPosition.y, mControllerInitialPosition.z);
+ cDesc.slopeLimit = 0.1f;
+ cDesc.contactOffset = 0.01f;
+ cDesc.stepOffset = 0.1f;
+ cDesc.scaleCoeff = 0.9f;
+ cDesc.climbingMode = PxCapsuleClimbingMode::eEASY;
+ cDesc.invisibleWallHeight = 0.0f;
+ cDesc.maxJumpHeight = 2.0f;
+ cDesc.reportCallback = this;
+
+ mController = static_cast<PxCapsuleController*>(mControllerManager->createController(cDesc));
+
+ // create camera
+ mCCTCamera = SAMPLE_NEW(SampleCharacterClothCameraController)(*mController, *this);
+
+ setCameraController(mCCTCamera);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onShapeHit(const PxControllerShapeHit& hit)
+{
+ PxRigidDynamic* hitActor = hit.shape->getActor()->is<PxRigidDynamic>();
+
+ const size_t nbPlatforms = mPlatforms.size();
+ for(PxU32 i = 0;i < nbPlatforms;i++)
+ {
+ if (mPlatforms[i]->getType() == SampleCharacterClothPlatform::ePLATFORM_TYPE_TRIGGERED)
+ {
+ PxRigidDynamic* actor = mPlatforms[i]->getPhysicsActor();
+ if (hitActor == actor)
+ mPlatforms[i]->setActive(true);
+ }
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onControllerHit(const PxControllersHit& hit)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onObstacleHit(const PxControllerObstacleHit& hit)
+{
+}
+
+///////////////////////////////////////////////////////////////////////////////
+PxControllerBehaviorFlags SampleCharacterCloth::getBehaviorFlags(const PxShape&, const PxActor&)
+{
+ return PxControllerBehaviorFlags(0);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+PxControllerBehaviorFlags SampleCharacterCloth::getBehaviorFlags(const PxController&)
+{
+ return PxControllerBehaviorFlags(0);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+PxControllerBehaviorFlags SampleCharacterCloth::getBehaviorFlags(const PxObstacle& obstacle)
+{
+ return PxControllerBehaviorFlag::eCCT_CAN_RIDE_ON_OBJECT;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::updateCCT(float dtime)
+{
+ // compute target cct displacment for this time step
+ PxVec3 dispCurStep = (mCCTTimeStep > 0.0f) ? mCCTDisplacement * (dtime / mCCTTimeStep) : PxVec3(0.0f);
+
+ // limit horizontal acceleration so that character motion does not produce abrupt impulse
+ PxVec3 accel = dispCurStep - mCCTDisplacementPrevStep;
+ const PxReal accelLimit = 0.3f * dtime;
+ PxVec3 accelHorizontal(accel.x, 0, accel.z);
+ PxReal accelHorizontalMagnitude = accelHorizontal.magnitude();
+ if (accelHorizontalMagnitude > accelLimit)
+ {
+ const PxReal accelScale = accelLimit / accelHorizontalMagnitude;
+ accel.x *= accelScale;
+ accel.z *= accelScale;
+ }
+
+ dispCurStep = mCCTDisplacementPrevStep + accel;
+ mCCTDisplacementPrevStep = dispCurStep;
+
+ // move the CCT and change jump status due to contact
+ const PxU32 flags = mController->move(dispCurStep, 0.01f, dtime, PxControllerFilters());
+ if(flags & PxControllerCollisionFlag::eCOLLISION_DOWN)
+ mJump.reset();
+
+ // update camera controller
+ mCCTCamera->updateFromCCT(dtime);
+
+}
+
+#endif // PX_USE_CLOTH_API