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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 "TestMotionGenerator.h"
+
+//----------------------------------------------------------------------------//
+MotionGenerator::MotionGenerator()
+: mLinear(0.0f),
+ mAngular(0.0f),
+ mTransform(PxTransform(PxIdentity))
+{
+}
+
+//----------------------------------------------------------------------------//
+MotionGenerator::MotionGenerator(const PxTransform &pose, const PxVec3& linear, const PxVec3& angular)
+: mLinear(linear),
+ mAngular(angular),
+ mTransform(pose)
+{
+}
+
+//----------------------------------------------------------------------------//
+PxVec3 MotionGenerator::getLinearVelocity( float time )
+{
+ float t = time - (int(time) & ~0xf);
+ const float scale = 0.25f * PxPi;
+
+ if(t > 0 && t < 2)
+ return -scale * sinf(t * 0.5f * PxPi) * mLinear;
+
+ if(t > 8 && t < 10)
+ return +scale * sinf(t * 0.5f * PxPi) * mLinear;
+
+ return PxVec3(0.0f);
+}
+
+//----------------------------------------------------------------------------//
+PxVec3 MotionGenerator::getAngularVelocity( float time )
+{
+ float t = time - (int(time) & ~0xf);
+
+ if(t > 4 && t < 6)
+ return +PxPi * mAngular;
+
+ if(t > 12 && t < 14)
+ return -PxPi * mAngular;
+
+ return PxVec3(0.0f);
+}
+
+static PxQuat computeQuatFromAngularVelocity(const PxVec3 &omega)
+{
+ PxReal angle = omega.magnitude();
+
+ if (angle < 1e-5f)
+ {
+ return PxQuat(PxIdentity);
+ } else {
+ PxReal s = sin( 0.5f * angle ) / angle;
+ PxReal x = omega[0] * s;
+ PxReal y = omega[1] * s;
+ PxReal z = omega[2] * s;
+ PxReal w = cos( 0.5f * angle );
+ return PxQuat(x,y,z,w);
+ }
+}
+//----------------------------------------------------------------------------//
+const PxTransform& MotionGenerator::update(float time, float dt)
+{
+ PxVec3 dw = dt * getAngularVelocity(time);
+ PxQuat dq = computeQuatFromAngularVelocity(dw);
+
+ mTransform.q = (dq * mTransform.q).getNormalized();
+ mTransform.p += dt * getLinearVelocity(time);
+
+ return mTransform;
+}
+
+
+
+
+