// // 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_CLOTH_PLATFORM_H #define SAMPLE_CHARACTER_CLOTH_PLATFORM_H #include "PhysXSample.h" #include "characterkinematic/PxController.h" #include "SampleAllocator.h" #include "SampleAllocatorSDKClasses.h" /////////////////////////////////////////////////////////////////////////////// class SampleCharacterClothPlatform : public SampleAllocateable { public: /////////////////////////////////////////////////////////////////////////////// enum { ePLATFORM_TYPE_STATIC, ePLATFORM_TYPE_MOVING, ePLATFORM_TYPE_TRIGGERED, }; /////////////////////////////////////////////////////////////////////////////// SampleCharacterClothPlatform(); ~SampleCharacterClothPlatform() {} /////////////////////////////////////////////////////////////////////////////// PX_FORCE_INLINE PxRigidDynamic* getPhysicsActor() { return mActor;} PX_FORCE_INLINE PxReal getTravelTime() const { return mTravelTime; } PX_FORCE_INLINE PxU32 getType() const { return mType; } PX_FORCE_INLINE void setActive(bool b) { mActive = b; } PX_FORCE_INLINE void setTravelTime(PxReal t) { mTravelTime = t; } PX_FORCE_INLINE void setType(PxU32 t) { mType = t; } /////////////////////////////////////////////////////////////////////////////// void init(PxRigidDynamic* actor, PxReal travelTime, const PxVec3& offsetTarget = PxVec3(0,0,0) ); void release(); void reset(); void update(PxReal dtime); protected: PxRigidDynamic* mActor; PxReal mCurrentTime; PxReal mTravelTime; PxVec3 mStart; PxVec3 mTarget; bool mFlip; PxU32 mType; bool mActive; }; #endif