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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 "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;
+}
+