// 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. #include "PhysXSampleApplication.h" #include "SampleCameraController.h" #include "characterkinematic/PxController.h" #include "characterkinematic/PxControllerObstacles.h" class ControlledActor; class SampleCCTCameraController : public CameraController { public: SampleCCTCameraController(PhysXSample& base); void setControlled(ControlledActor** controlled, PxU32 controlledIndex, PxU32 nbCCTs); virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val); virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val); virtual void onPointerInputEvent(const SampleFramework::InputEvent&, physx::PxU32, physx::PxU32, physx::PxReal, physx::PxReal, bool val); virtual void collectInputEvents(std::vector& inputEvents); virtual void update(Camera& camera, PxReal dtime); virtual PxReal getCameraSpeed() { return mKeyShiftDown ? mRunningSpeed : mWalkingSpeed ; } void setCameraMaxSpeed(PxReal speed) { mCameraMaxSpeed = speed; } void setView(PxReal pitch, PxReal yaw); void startJump(); PX_FORCE_INLINE ControlledActor* getControlledActor() { return mCCTs[mControlledIndex]; } PX_FORCE_INLINE void setJumpForce(PxReal force) { mJumpForce = force; } PX_FORCE_INLINE void setGravity(PxReal g) { mGravity = g; } PX_FORCE_INLINE void enableCCT(bool bState) { mCCTEnabled = bState; } PX_FORCE_INLINE bool getCCTState() { return mCCTEnabled; } // The CCT's physics & rendering positions don't always match if the CCT // is updated with variable timesteps and the physics with fixed-timesteps. // true to link the camera to the CCT's physics position. // false to link the camera to the CCT's rendering position. PX_FORCE_INLINE void setCameraLinkToPhysics(bool b) { mLinkCameraToPhysics = b; } PX_FORCE_INLINE bool getCameraLinkToPhysics() const { return mLinkCameraToPhysics; } PX_FORCE_INLINE void setObstacleContext(PxObstacleContext* context) { mObstacleContext = context; } PX_FORCE_INLINE void setFilterData(const PxFilterData* filterData) { mFilterData = filterData; } PX_FORCE_INLINE void setFilterCallback(PxQueryFilterCallback* cb) { mFilterCallback = cb; } PX_FORCE_INLINE void setCCTFilterCallback(PxControllerFilterCallback* cb){ mCCTFilterCallback = cb; } private: SampleCCTCameraController& operator=(const SampleCCTCameraController&); PhysXSample& mBase; // PT: TODO: find a way to decouple us from PhysXSampleApplication. Only needed for "recenterCursor". Maybe the app could inherit from the cam... PxObstacleContext* mObstacleContext; // User-defined additional obstacles const PxFilterData* mFilterData; // User-defined filter data for 'move' function PxQueryFilterCallback* mFilterCallback; // User-defined filter data for 'move' function PxControllerFilterCallback* mCCTFilterCallback; // User-defined filter data for 'move' function PxU32 mControlledIndex; PxU32 mNbCCTs; ControlledActor** mCCTs; PxReal mTargetYaw, mTargetPitch; PxReal mPitchMin, mPitchMax; PxReal mGamepadPitchInc, mGamepadYawInc; PxReal mGamepadForwardInc, mGamepadLateralInc; PxReal mSensibility; bool mFwd,mBwd,mLeft,mRight,mKeyShiftDown; bool mCCTEnabled; PxReal mRunningSpeed; PxReal mWalkingSpeed; PxReal mGamepadWalkingSpeed; PxReal mCameraMaxSpeed; PxReal mJumpForce; PxReal mGravity; bool mLinkCameraToPhysics; };