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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 "PhysXSampleApplication.h"
+#include "SampleCameraController.h"
+#include "characterkinematic/PxController.h"
+#include "characterkinematic/PxControllerObstacles.h"
+
+class ControlledActor;
+
+class SampleCCTCameraController : public CameraController
+{
+ public:
+ SampleCCTCameraController(PhysXSample& base);
+
+ void setControlled(ControlledActor** controlled, PxU32 controlledIndex, PxU32 nbCCTs);
+
+ virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
+ virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val);
+ virtual void onPointerInputEvent(const SampleFramework::InputEvent&, physx::PxU32, physx::PxU32, physx::PxReal, physx::PxReal, bool val);
+ virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
+
+ virtual void update(Camera& camera, PxReal dtime);
+ virtual PxReal getCameraSpeed()
+ {
+ return mKeyShiftDown ? mRunningSpeed : mWalkingSpeed ;
+ }
+ void setCameraMaxSpeed(PxReal speed) { mCameraMaxSpeed = speed; }
+ void setView(PxReal pitch, PxReal yaw);
+ void startJump();
+
+ PX_FORCE_INLINE ControlledActor* getControlledActor() { return mCCTs[mControlledIndex]; }
+ PX_FORCE_INLINE void setJumpForce(PxReal force) { mJumpForce = force; }
+ PX_FORCE_INLINE void setGravity(PxReal g) { mGravity = g; }
+ PX_FORCE_INLINE void enableCCT(bool bState) { mCCTEnabled = bState; }
+ PX_FORCE_INLINE bool getCCTState() { return mCCTEnabled; }
+
+ // The CCT's physics & rendering positions don't always match if the CCT
+ // is updated with variable timesteps and the physics with fixed-timesteps.
+ // true to link the camera to the CCT's physics position.
+ // false to link the camera to the CCT's rendering position.
+ PX_FORCE_INLINE void setCameraLinkToPhysics(bool b) { mLinkCameraToPhysics = b; }
+ PX_FORCE_INLINE bool getCameraLinkToPhysics() const { return mLinkCameraToPhysics; }
+
+ PX_FORCE_INLINE void setObstacleContext(PxObstacleContext* context) { mObstacleContext = context; }
+ PX_FORCE_INLINE void setFilterData(const PxFilterData* filterData) { mFilterData = filterData; }
+ PX_FORCE_INLINE void setFilterCallback(PxQueryFilterCallback* cb) { mFilterCallback = cb; }
+ PX_FORCE_INLINE void setCCTFilterCallback(PxControllerFilterCallback* cb){ mCCTFilterCallback = cb; }
+
+ private:
+ SampleCCTCameraController& operator=(const SampleCCTCameraController&);
+ PhysXSample& mBase; // PT: TODO: find a way to decouple us from PhysXSampleApplication. Only needed for "recenterCursor". Maybe the app could inherit from the cam...
+
+ PxObstacleContext* mObstacleContext; // User-defined additional obstacles
+ const PxFilterData* mFilterData; // User-defined filter data for 'move' function
+ PxQueryFilterCallback* mFilterCallback; // User-defined filter data for 'move' function
+ PxControllerFilterCallback* mCCTFilterCallback; // User-defined filter data for 'move' function
+
+ PxU32 mControlledIndex;
+ PxU32 mNbCCTs;
+ ControlledActor** mCCTs;
+
+ PxReal mTargetYaw, mTargetPitch;
+ PxReal mPitchMin, mPitchMax;
+
+ PxReal mGamepadPitchInc, mGamepadYawInc;
+ PxReal mGamepadForwardInc, mGamepadLateralInc;
+ PxReal mSensibility;
+
+ bool mFwd,mBwd,mLeft,mRight,mKeyShiftDown;
+ bool mCCTEnabled;
+
+ PxReal mRunningSpeed;
+ PxReal mWalkingSpeed;
+ PxReal mGamepadWalkingSpeed;
+ PxReal mCameraMaxSpeed;
+ PxReal mJumpForce;
+ PxReal mGravity;
+
+ bool mLinkCameraToPhysics;
+};