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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_Platform.cpp
downloadphysx-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')
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1 files changed, 120 insertions, 0 deletions
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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 "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);
+ }
+} \ No newline at end of file