// // 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 "SampleCharacterClothJump.h" using namespace physx; static PxF32 gJumpGravity = -25.0f; SampleCharacterClothJump::SampleCharacterClothJump() : mV (0.0f), mTime (0.0f), mJump (false), mFreefall (false) { } void SampleCharacterClothJump::startJump(PxF32 v0) { if (mJump) return; if (mFreefall) return; mV = v0; mJump = true; } void SampleCharacterClothJump::reset() { // reset jump state at most every half a second // otherwise we might miss jump events if (mTime < 0.5f) return; mFreefall = false; mJump = false; mV = 0.0f; mTime = 0.0f; } void SampleCharacterClothJump::tick(PxF32 dtime) { mTime += dtime; mV += gJumpGravity * dtime; const PxReal vlimit = -25.0f; if (mV < vlimit) { // limit velocity in freefall so that character does not fall at rocket speed. mV = vlimit; mFreefall = true; mJump = false; } } PxF32 SampleCharacterClothJump::getDisplacement(PxF32 dtime) { return mV * dtime; }