// // 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. #ifndef SAMPLE_CHARACTER_CAMERA_CONTROLLER_H #define SAMPLE_CHARACTER_CAMERA_CONTROLLER_H #include "SampleCameraController.h" #include "characterkinematic/PxController.h" class SampleCharacterCloth; class SampleCharacterClothCameraController : public CameraController { public: SampleCharacterClothCameraController(PxController& controlled, SampleCharacterCloth& sample); // Implements CameraController 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); virtual void collectInputEvents(std::vector& inputEvents); virtual void update(Camera& camera, PxReal dtime); void updateFromCCT(PxReal dtime); void setView(PxReal pitch, PxReal yaw); protected: Camera* mCamera; PxController& mController; SampleCharacterCloth& mSample; PxReal mTargetYaw, mTargetPitch; PxReal mPitchMin, mPitchMax; PxReal mGamepadPitchInc, mGamepadYawInc; PxReal mGamepadForwardInc, mGamepadLateralInc; PxReal mSensibility; bool mFwd,mBwd,mLeft,mRight,mKeyShiftDown; PxReal mRunningSpeed; PxReal mWalkingSpeed; private: SampleCharacterClothCameraController& operator=(const SampleCharacterClothCameraController&); }; #endif