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Diffstat (limited to 'PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth.h')
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diff --git a/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth.h b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth.h new file mode 100644 index 00000000..95e33d41 --- /dev/null +++ b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth.h @@ -0,0 +1,189 @@ +// 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. + +#ifndef SAMPLE_CHARACTER_CLOTH_H +#define SAMPLE_CHARACTER_CLOTH_H + +#include "PhysXSample.h" +#include "PxSimulationEventCallback.h" +#include "characterkinematic/PxController.h" +#include "characterkinematic/PxControllerBehavior.h" +#include "PxShape.h" + +#include "SampleCharacterHelpers.h" +#include "SampleCharacterClothJump.h" +#include "SampleCharacterClothPlatform.h" + +namespace physx +{ + class PxCapsuleController; + class PxControllerManager; +} + + class SampleCharacterClothFlag; + class SampleCharacterClothCameraController; + class ControlledActor; + + class SampleCharacterCloth : public PhysXSample, public PxUserControllerHitReport, public PxControllerBehaviorCallback + { + public: + SampleCharacterCloth(PhysXSampleApplication& app); + virtual ~SampleCharacterCloth(); + + /////////////////////////////////////////////////////////////////////////////// + + // Implements SampleApplication + virtual void onInit(); + virtual void onInit(bool restart) { onInit(); } + virtual void onShutdown(); + virtual void onSubstep(float dtime); + virtual void onTickPreRender(float dtime); + virtual void onTickPostRender(float dtime); + virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val); + virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val); + + /////////////////////////////////////////////////////////////////////////////// + + // Implements PhysXSampleApplication + virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha); + virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha); + virtual void customizeRender(); + virtual void customizeSample(SampleSetup&); + virtual void customizeSceneDesc(PxSceneDesc&); + virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents); + + /////////////////////////////////////////////////////////////////////////////// + + // Implements PxUserControllerHitReport + virtual void onShapeHit(const PxControllerShapeHit& hit); + virtual void onControllerHit(const PxControllersHit& hit); + virtual void onObstacleHit(const PxControllerObstacleHit& hit); + + // Implements PxControllerBehaviorCallback + virtual PxControllerBehaviorFlags getBehaviorFlags(const PxShape&, const PxActor&); + virtual PxControllerBehaviorFlags getBehaviorFlags(const PxController&); + virtual PxControllerBehaviorFlags getBehaviorFlags(const PxObstacle&); + + /////////////////////////////////////////////////////////////////////////////// + protected: + // non-dynamic environment + PxRigidStatic* buildHeightField(); + void createLandscape(PxReal* heightmap, PxU32 size, PxReal scale, PxReal* outVerts, PxReal* outNorms, PxU32* outTris); + PxRigidStatic* createHeightField(PxReal* heightmap, PxReal scale, PxU32 size); + SampleCharacterClothPlatform* createPlatform(const PxTransform &pose, const PxGeometry &geom, PxReal travelTime, const PxVec3 &offset, RenderMaterial *renderMaterial); + void createPlatforms(); + void updatePlatforms(float dtime); + + // cct control + void bufferCCTMotion(const PxVec3& disp, PxReal dtime); + void createCCTController(); + void updateCCT(float dtime); + + // cloth and character + void createCharacter(); + void createCape(); + void createFlags(); + void releaseFlags(); + + void resetCape(); + void resetCharacter(); + void resetScene(); + + void updateCape(float dtime); + void updateCharacter(float dtime); + void updateFlags(float dtime); + + void createRenderMaterials(); +#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE + void toggleGPU(); +#endif + + private: + /////////////////////////////////////////////////////////////////////////////// + // Landscape + PxTransform mHFPose; + PxU32 mNbVerts; + PxU32 mNbTris; + PxReal* mVerts; + PxU32* mTris; + + /////////////////////////////////////////////////////////////////////////////// + // Camera and Controller + SampleCharacterClothCameraController* mCCTCamera; + PxCapsuleController* mController; + PxControllerManager* mControllerManager; + PxVec3 mControllerInitialPosition; + bool mCCTActive; + PxVec3 mCCTDisplacement; + PxVec3 mCCTDisplacementPrevStep; + PxReal mCCTTimeStep; + SampleCharacterClothJump mJump; + + /////////////////////////////////////////////////////////////////////////////// + // rendering + RenderMaterial* mSnowMaterial; + RenderMaterial* mPlatformMaterial; + RenderMaterial* mRockMaterial; + RenderMaterial* mWoodMaterial; + RenderMaterial* mFlagMaterial; + + /////////////////////////////////////////////////////////////////////////////// + // cloth + PxCloth* mCape; + SampleArray<SampleCharacterClothFlag*> mFlags; +#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE + bool mUseGPU; +#endif + PxU32 mClothFlagCountIndex; + PxU32 mClothFlagCountIndexMax; + + /////////////////////////////////////////////////////////////////////////////// + // character motion + Character mCharacter; + Skin mSkin; + int mMotionHandleWalk; + int mMotionHandleRun; + int mMotionHandleJump; + + /////////////////////////////////////////////////////////////////////////////// + // simulation stats + shdfnd::Time mTimer; + PxReal mAccumulatedSimulationTime; + PxReal mAverageSimulationTime; + PxU32 mFrameCount; + + /////////////////////////////////////////////////////////////////////////////// + // platform levels + SampleArray<SampleCharacterClothPlatform*> mPlatforms; + + friend class SampleCharacterClothCameraController; + friend class SampleCharacterClothFlag; + }; + +#endif |