// 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 "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; }