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Diffstat (limited to 'PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothJump.cpp')
| -rw-r--r-- | PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothJump.cpp | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothJump.cpp b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothJump.cpp new file mode 100644 index 00000000..8e96f1e9 --- /dev/null +++ b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterClothJump.cpp @@ -0,0 +1,83 @@ +// 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 "SampleCharacterClothJump.h" + +using namespace physx; + +static PxF32 gJumpGravity = -25.0f; + +SampleCharacterClothJump::SampleCharacterClothJump() : + mV (0.0f), + mTime (0.0f), + mJump (false), + mFreefall (false) +{ +} + +void SampleCharacterClothJump::startJump(PxF32 v0) +{ + if (mJump) return; + if (mFreefall) return; + mV = v0; + mJump = true; +} + +void SampleCharacterClothJump::reset() +{ + // reset jump state at most every half a second + // otherwise we might miss jump events + if (mTime < 0.5f) + return; + + mFreefall = false; + mJump = false; + mV = 0.0f; + mTime = 0.0f; +} + +void SampleCharacterClothJump::tick(PxF32 dtime) +{ + mTime += dtime; + mV += gJumpGravity * dtime; + const PxReal vlimit = -25.0f; + if (mV < vlimit) + { + // limit velocity in freefall so that character does not fall at rocket speed. + mV = vlimit; + mFreefall = true; + mJump = false; + } +} + +PxF32 SampleCharacterClothJump::getDisplacement(PxF32 dtime) +{ + return mV * dtime; +} + |