// 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. #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