// 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 "SampleCCTJump.h" using namespace physx; static PxF32 gJumpGravity = -50.0f; Jump::Jump() : mV0 (0.0f), mJumpTime (0.0f), mJump (false) { } void Jump::startJump(PxF32 v0) { if(mJump) return; mJumpTime = 0.0f; mV0 = v0; mJump = true; } void Jump::stopJump() { if(!mJump) return; mJump = false; //mJumpTime = 0.0f; //mV0 = 0.0f; } PxF32 Jump::getHeight(PxF32 elapsedTime) { if(!mJump) return 0.0f; mJumpTime += elapsedTime; const PxF32 h = gJumpGravity*mJumpTime*mJumpTime + mV0*mJumpTime; return h*elapsedTime; }