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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_CLOTH_H #define SAMPLE_CHARACTER_CLOTH_H #include "PhysXSample.h" #include "PxSimulationEventCallback.h" #include "characterkinematic/PxController.h" #include "characterkinematic/PxControllerBehavior.h" #include "PxShape.h" #include "SampleCharacterHelpers.h" #include "SampleCharacterClothJump.h" #include "SampleCharacterClothPlatform.h" namespace physx { class PxCapsuleController; class PxControllerManager; } class SampleCharacterClothFlag; class SampleCharacterClothCameraController; class ControlledActor; class SampleCharacterCloth : public PhysXSample, public PxUserControllerHitReport, public PxControllerBehaviorCallback { public: SampleCharacterCloth(PhysXSampleApplication& app); virtual ~SampleCharacterCloth(); /////////////////////////////////////////////////////////////////////////////// // Implements SampleApplication virtual void onInit(); virtual void onInit(bool restart) { onInit(); } virtual void onShutdown(); virtual void onSubstep(float dtime); virtual void onTickPreRender(float dtime); virtual void onTickPostRender(float dtime); virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val); virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val); /////////////////////////////////////////////////////////////////////////////// // Implements PhysXSampleApplication virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha); virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha); virtual void customizeRender(); virtual void customizeSample(SampleSetup&); virtual void customizeSceneDesc(PxSceneDesc&); virtual void collectInputEvents(std::vector& inputEvents); /////////////////////////////////////////////////////////////////////////////// // Implements PxUserControllerHitReport virtual void onShapeHit(const PxControllerShapeHit& hit); virtual void onControllerHit(const PxControllersHit& hit); virtual void onObstacleHit(const PxControllerObstacleHit& hit); // Implements PxControllerBehaviorCallback virtual PxControllerBehaviorFlags getBehaviorFlags(const PxShape&, const PxActor&); virtual PxControllerBehaviorFlags getBehaviorFlags(const PxController&); virtual PxControllerBehaviorFlags getBehaviorFlags(const PxObstacle&); /////////////////////////////////////////////////////////////////////////////// protected: // non-dynamic environment PxRigidStatic* buildHeightField(); void createLandscape(PxReal* heightmap, PxU32 size, PxReal scale, PxReal* outVerts, PxReal* outNorms, PxU32* outTris); PxRigidStatic* createHeightField(PxReal* heightmap, PxReal scale, PxU32 size); SampleCharacterClothPlatform* createPlatform(const PxTransform &pose, const PxGeometry &geom, PxReal travelTime, const PxVec3 &offset, RenderMaterial *renderMaterial); void createPlatforms(); void updatePlatforms(float dtime); // cct control void bufferCCTMotion(const PxVec3& disp, PxReal dtime); void createCCTController(); void updateCCT(float dtime); // cloth and character void createCharacter(); void createCape(); void createFlags(); void releaseFlags(); void resetCape(); void resetCharacter(); void resetScene(); void updateCape(float dtime); void updateCharacter(float dtime); void updateFlags(float dtime); void createRenderMaterials(); #if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE void toggleGPU(); #endif private: /////////////////////////////////////////////////////////////////////////////// // Landscape PxTransform mHFPose; PxU32 mNbVerts; PxU32 mNbTris; PxReal* mVerts; PxU32* mTris; /////////////////////////////////////////////////////////////////////////////// // Camera and Controller SampleCharacterClothCameraController* mCCTCamera; PxCapsuleController* mController; PxControllerManager* mControllerManager; PxVec3 mControllerInitialPosition; bool mCCTActive; PxVec3 mCCTDisplacement; PxVec3 mCCTDisplacementPrevStep; PxReal mCCTTimeStep; SampleCharacterClothJump mJump; /////////////////////////////////////////////////////////////////////////////// // rendering RenderMaterial* mSnowMaterial; RenderMaterial* mPlatformMaterial; RenderMaterial* mRockMaterial; RenderMaterial* mWoodMaterial; RenderMaterial* mFlagMaterial; /////////////////////////////////////////////////////////////////////////////// // cloth PxCloth* mCape; SampleArray mFlags; #if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE bool mUseGPU; #endif PxU32 mClothFlagCountIndex; PxU32 mClothFlagCountIndexMax; /////////////////////////////////////////////////////////////////////////////// // character motion Character mCharacter; Skin mSkin; int mMotionHandleWalk; int mMotionHandleRun; int mMotionHandleJump; /////////////////////////////////////////////////////////////////////////////// // simulation stats shdfnd::Time mTimer; PxReal mAccumulatedSimulationTime; PxReal mAverageSimulationTime; PxU32 mFrameCount; /////////////////////////////////////////////////////////////////////////////// // platform levels SampleArray mPlatforms; friend class SampleCharacterClothCameraController; friend class SampleCharacterClothFlag; }; #endif