// 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) 2008-2017 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_HELPERS_H #define SAMPLE_CHARACTER_HELPERS_H #include "foundation/PxBounds3.h" #include "foundation/PxFlags.h" #include "foundation/PxTransform.h" #include "SampleAllocator.h" #include "SampleArray.h" #include "AcclaimLoader.h" class Character; /////////////////////////////////////////////////////////////////////////////// class Skin { public: bool bindToCharacter(Character& character, SampleArray &positions); bool computeNewPositions(Character& characeter, SampleArray &positions); protected: SampleArray mBindPos; int mBoneID; }; /////////////////////////////////////////////////////////////////////////////// // Helper class to read and setup motion clip // This class provides enough functionality to create a moving stickman character and use it // for samples and tests. class Character { /////////////////////////////////////////////////////////////////////////////// struct MotionData : public SampleAllocateable { PxTransform mRootTransform; PxTransform mBoneTransform[MAX_BONE_NUMBER]; }; struct Motion : public SampleAllocateable { MotionData* mMotionData; PxU32 mNbFrames; PxReal mDistance; // distance from first to last frame public: void release() { SAMPLE_FREE(mMotionData); delete this; } }; public: Character(); virtual ~Character() { release(); } /// read a motion clip from .amc file, returns a motion handle or -1 if amc file is invalid. int addMotion(const char* amcFileName, PxU32 start = 0, PxU32 end = 10000); /// create character from .asf setup bool create(const char* asfFileName, PxReal scale = 1.0f); /// orient this character in the given direction bool faceToward(const PxVec3 &dir, PxReal angleLimitPerFrame = 360.0f); /// create a pose info enough to create stickman bool getFramePose(PxTransform &rootTransform, SampleArray &positions, SampleArray &indexBuffers); /// set next pose from the motion clip (speed = 1.0 will match original motion clip) bool move(PxReal speed = 1.0f, bool jump = false, bool active = true); /// reset motion to first frame void resetMotion(PxReal firstFrame = 0.0f); /// move forward bool setForward(); /// set global pose bool setGlobalPose(const PxTransform &transform); /// set goal position bool setGoalPosition(const PxVec3 pos); /// select motion bool setMotion(PxU32 motionhandle, bool init = false); /// set target position bool setTargetPosition(const PxVec3 pos); protected: /// build internal motion data from raw amc data bool buildMotion(Acclaim::AMCData&, Motion&, PxU32 start, PxU32 end); /// compute per-frame pose cache bool computeFramePose(); /// read a motion clip from .amc file bool readSetup(const char* asfFileName); /// release memory void release(); private: SampleArray mMotions; PxTransform mCurrentBoneTransform[MAX_BONE_NUMBER]; PxTransform mCurrentRootTransform; Motion* mCurrentMotion; Motion* mTargetMotion; PxU32 mBlendCounter; PxReal mCharacterScale; Acclaim::ASFData* mASFData; PxU32 mNbBones; PxVec3 mGoalPosition; PxVec3 mTargetPosition; PxTransform mCharacterPose; // transformation of the character itself PxReal mFrameTime; friend class Skin; }; #endif // SAMPLE_CHARACTER_HELPERS