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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/SampleCharacterCloth_Platform.cpp | |
| 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/SampleCharacterCloth_Platform.cpp')
| -rw-r--r-- | PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Platform.cpp | 120 |
1 files changed, 120 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Platform.cpp b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Platform.cpp new file mode 100644 index 00000000..641e477a --- /dev/null +++ b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Platform.cpp @@ -0,0 +1,120 @@ +// 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 "SampleCharacterCloth.h" + +#include "SampleCharacterClothPlatform.h" + + +/////////////////////////////////////////////////////////////////////////////// +SampleCharacterClothPlatform::SampleCharacterClothPlatform() : + mActor(NULL), + mCurrentTime(0.0f), + mTravelTime(0.0f), + mStart(0.0f), + mTarget(0.0f), + mFlip(false), + mType(ePLATFORM_TYPE_MOVING), + mActive(true) + { + } + +/////////////////////////////////////////////////////////////////////////////// +void SampleCharacterClothPlatform::init(PxRigidDynamic* actor, PxReal travelTime, const PxVec3& offsetTarget) +{ + mActor = actor; + mCurrentTime = 0.0f; + mTravelTime = travelTime; + + mStart = mActor->getGlobalPose().p; + mTarget = mStart + offsetTarget; + + reset(); +} + +/////////////////////////////////////////////////////////////////////////////// +void SampleCharacterClothPlatform::release() +{ + delete this; +} + +/////////////////////////////////////////////////////////////////////////////// +void SampleCharacterClothPlatform::reset() +{ + mCurrentTime = 0.0f; + mFlip = false; + + switch (mType) + { + case ePLATFORM_TYPE_MOVING: + mActive = true; + break; + default: + mActive = false; + } + + update(0.0f); +} + +/////////////////////////////////////////////////////////////////////////////// +void SampleCharacterClothPlatform::update(PxReal dtime) +{ + PxReal t = mCurrentTime / mTravelTime; + + PxTransform pose = mActor->getGlobalPose(); + if (!mFlip) + { + pose.p = (1 - t) * mStart + t * mTarget; + } + else + pose.p = t * mStart + (1-t) * mTarget; + + mActor->setKinematicTarget(pose); + + if (mActive == false) + return; + + mCurrentTime += dtime; + + if (mCurrentTime > mTravelTime) + { + mCurrentTime -= mTravelTime; + mFlip = !mFlip; + } +} + +/////////////////////////////////////////////////////////////////////////////// +void SampleCharacterCloth::updatePlatforms(float dtime) +{ + const size_t nbPlatforms = mPlatforms.size(); + for(PxU32 i = 0;i < nbPlatforms;i++) + { + mPlatforms[i]->update(dtime); + } +}
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