// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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 "PxPhysXConfig.h" #if PX_USE_CLOTH_API #include "PhysXSample.h" #include "SampleCharacterClothCameraController.h" #include "SampleCharacterCloth.h" #include "SampleCharacterClothInputEventIds.h" #include "SampleUtils.h" #include "PxRigidDynamic.h" #include "foundation/PxMath.h" #include #include #include #include #include using namespace physx; using namespace SampleRenderer; using namespace SampleFramework; /////////////////////////////////////////////////////////////////////////////// SampleCharacterClothCameraController::SampleCharacterClothCameraController(PxController& controlled, SampleCharacterCloth& base) : mCamera (NULL), mController (controlled), mSample (base), mTargetYaw (0.0f-PxPi/2), mTargetPitch (0.0f), mPitchMin (-PxHalfPi), mPitchMax (PxHalfPi), mGamepadPitchInc (0.0f), mGamepadYawInc (0.0f), mGamepadForwardInc (0.0f), mGamepadLateralInc (0.0f), mSensibility (0.01f), mFwd (false), mBwd (false), mLeft (false), mRight (false), mKeyShiftDown (false), mRunningSpeed (8.0f), mWalkingSpeed (4.0f) { } ////////////////////////////////////////////////////////////////////////// void SampleCharacterClothCameraController::collectInputEvents(std::vector& inputEvents) { //digital keyboard events DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_FORWARD, SCAN_CODE_FORWARD, XKEY_W, X1KEY_W, PS3KEY_W, PS4KEY_W, AKEY_UNKNOWN, SCAN_CODE_FORWARD, IKEY_UNKNOWN, SCAN_CODE_FORWARD, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_BACKWARD, SCAN_CODE_BACKWARD, XKEY_S, X1KEY_S, PS3KEY_S, PS4KEY_S, AKEY_UNKNOWN, SCAN_CODE_BACKWARD, IKEY_UNKNOWN, SCAN_CODE_BACKWARD, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_LEFT, SCAN_CODE_LEFT, XKEY_A, X1KEY_A, PS3KEY_A, PS4KEY_A, AKEY_UNKNOWN, SCAN_CODE_LEFT, IKEY_UNKNOWN, SCAN_CODE_LEFT, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_RIGHT, SCAN_CODE_RIGHT, XKEY_D, X1KEY_D, PS3KEY_D, PS4KEY_D, AKEY_UNKNOWN, SCAN_CODE_RIGHT, IKEY_UNKNOWN, SCAN_CODE_RIGHT, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_SHIFT_SPEED, SCAN_CODE_LEFT_SHIFT, XKEY_SHIFT, X1KEY_SHIFT, PS3KEY_SHIFT, PS4KEY_SHIFT, AKEY_UNKNOWN, OSXKEY_SHIFT, IKEY_UNKNOWN, LINUXKEY_SHIFT, WIIUKEY_UNKNOWN); DIGITAL_INPUT_EVENT_DEF(CAMERA_JUMP, SCAN_CODE_SPACE, XKEY_SPACE, X1KEY_SPACE, PS3KEY_SPACE, PS4KEY_SPACE, AKEY_UNKNOWN, OSXKEY_SPACE, IKEY_UNKNOWN, LINUXKEY_SPACE, WIIUKEY_UNKNOWN); //digital gamepad events DIGITAL_INPUT_EVENT_DEF(CAMERA_JUMP, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, AKEY_UNKNOWN, GAMEPAD_SOUTH, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, GAMEPAD_SOUTH); //analog gamepad events ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT,GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK_X); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_UP_DOWN,GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK_Y); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_LEFT_RIGHT,GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK_X); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_FORWARD_BACK,GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK_Y); //touch events TOUCH_INPUT_EVENT_DEF(CAMERA_JUMP, "Jump", AQUICK_BUTTON_1, IQUICK_BUTTON_1); } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothCameraController::onDigitalInputEvent(const SampleFramework::InputEvent& ie, bool val) { switch (ie.m_Id) { case CAMERA_MOVE_FORWARD: { mFwd = val; } break; case CAMERA_MOVE_BACKWARD: { mBwd = val; } break; case CAMERA_MOVE_LEFT: { mLeft = val; } break; case CAMERA_MOVE_RIGHT: { mRight = val; } break; case CAMERA_SHIFT_SPEED: { mKeyShiftDown = val; } break; case CAMERA_JUMP: { if(val) mSample.mJump.startJump(13.0f); } break; } } /////////////////////////////////////////////////////////////////////////////// static PX_FORCE_INLINE PxReal remapAxisValue(PxReal absolutePosition) { return absolutePosition * absolutePosition * absolutePosition * 5.0f; } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothCameraController::onAnalogInputEvent(const SampleFramework::InputEvent& ie, float val) { if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT) { mGamepadYawInc = - remapAxisValue(val); } else if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_UP_DOWN) { mGamepadPitchInc = - remapAxisValue(val); } else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_LEFT_RIGHT) { mGamepadLateralInc = -val; } else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_FORWARD_BACK) { mGamepadForwardInc = val; } } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothCameraController::onPointerInputEvent(const SampleFramework::InputEvent &ie, physx::PxU32, physx::PxU32, physx::PxReal dx, physx::PxReal dy, bool val) { if (ie.m_Id == CAMERA_MOUSE_LOOK) { mTargetYaw -= dx * mSensibility; mTargetPitch += dy * mSensibility; } } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothCameraController::setView(PxReal pitch, PxReal yaw) { mTargetPitch = pitch; mTargetYaw = yaw; } /////////////////////////////////////////////////////////////////////////////// // This function gets called whenever camera needs to be updated void SampleCharacterClothCameraController::update(Camera& camera, PxReal dtime) { mCamera = &camera; updateFromCCT(dtime); } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothCameraController::updateFromCCT(PxReal dtime) { if(!mSample.isPaused()) { PxVec3 disp(0); if (mFwd || mBwd || mRight || mLeft || (fabsf(mGamepadForwardInc) > 0.1f) || (fabsf(mGamepadLateralInc) > 0.1f)) { PxVec3 targetKeyDisplacement(0); PxVec3 targetPadDisplacement(0); // compute basis PxVec3 forward = mCamera->getViewDir(); forward.y = 0; forward.normalize(); PxVec3 up = PxVec3(0,1,0); PxVec3 right = forward.cross(up); Ps::computeBasis(forward, right, up); // increase target displacement due to key press if (mFwd) targetKeyDisplacement += forward; if (mBwd) targetKeyDisplacement -= forward; if (mLeft) targetKeyDisplacement += right; if (mRight) targetKeyDisplacement -= right; targetKeyDisplacement *= mKeyShiftDown ? mRunningSpeed : mWalkingSpeed; targetKeyDisplacement *= dtime; // displacement due to game pad control targetPadDisplacement += forward * mGamepadForwardInc * mRunningSpeed; targetPadDisplacement += right * mGamepadLateralInc * mRunningSpeed; targetPadDisplacement *= dtime; // compute total displacement due to user input disp = targetKeyDisplacement + targetPadDisplacement; mSample.mCCTActive = true; } else mSample.mCCTActive = false; mSample.bufferCCTMotion(disp, dtime); } else mSample.bufferCCTMotion(PxVec3(0.0f), dtime); // Update camera mTargetYaw += mGamepadYawInc * dtime; mTargetPitch += mGamepadPitchInc * dtime; // Clamp pitch if (mTargetPitch < mPitchMin) mTargetPitch = mPitchMin; if (mTargetPitch > mPitchMax) mTargetPitch = mPitchMax; mCamera->setRot(PxVec3(-mTargetPitch,-mTargetYaw,0)); const PxExtendedVec3 camTarget = mController.getPosition(); const PxVec3 target = PxVec3((PxReal)camTarget.x,(PxReal)camTarget.y,(PxReal)camTarget.z) - mCamera->getViewDir()*7.0f; mCamera->setPos(target); } #endif // PX_USE_CLOTH_API