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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.
+
+#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