// 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_CAMERA_CONTROLLER_H #define SAMPLE_CAMERA_CONTROLLER_H #include "SampleAllocator.h" #include "RendererWindow.h" #include #include "foundation/PxVec3.h" namespace SampleFramework { class SamplePlatform; } class Camera; class CameraController : public SampleAllocateable { public: virtual ~CameraController() {} virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val) {} virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val) {} virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val) {} virtual void update(Camera& camera, PxReal dtime) {} virtual void collectInputEvents(std::vector& inputEvents) {} virtual PxReal getCameraSpeed() { return 0; } }; class DefaultCameraController : public CameraController { public: DefaultCameraController(); virtual ~DefaultCameraController(); void init(const PxVec3& pos, const PxVec3& rot); void init(const PxTransform& pose); void setCameraSpeed(const PxReal speed) { mCameraSpeed = speed; } PxReal getCameraSpeed() { return mCameraSpeed; } void setMouseLookOnMouseButton(bool mouseLookOnMB) { mMouseLookOnMB = mouseLookOnMB; } void setMouseSensitivity(PxReal mouseSensitivity) { mMouseSensitivity = mouseSensitivity; } // Implements CameraController void onMouseDelta(PxI32 dx, PxI32 dy); virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val); virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val); virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val); virtual void collectInputEvents(std::vector& inputEvents); virtual void update(Camera& camera, PxReal dtime); protected: PxVec3 mTargetEyePos; PxVec3 mTargetEyeRot; PxVec3 mEyePos; PxVec3 mEyeRot; bool mMouseButtonDown; bool mKeyFWDown; bool mKeyBKDown; bool mKeyRTDown; bool mKeyLTDown; bool mKeyUpDown; bool mKeyDownDown; bool mKeyShiftDown; PxReal mCameraSpeed; PxReal mCameraSpeedMultiplier; bool mMouseLookOnMB; PxReal mMouseSensitivity; }; #endif