// 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 "PxPhysXConfig.h" #if PX_USE_CLOTH_API #include "SampleCharacterCloth.h" #include "SampleCharacterClothCameraController.h" #include "SampleAllocatorSDKClasses.h" #include "PxPhysicsAPI.h" #include "extensions/PxExtensionsAPI.h" #include "characterkinematic/PxControllerManager.h" #include "characterkinematic/PxBoxController.h" #include "characterkinematic/PxCapsuleController.h" #include "geometry/PxMeshQuery.h" #include "geometry/PxTriangle.h" #include "RenderBaseActor.h" #include "RenderBoxActor.h" #include "RenderCapsuleActor.h" #include #include #include #include using namespace SampleRenderer; using namespace SampleFramework; /////////////////////////////////////////////////////////////////////////////// void SampleCharacterCloth::bufferCCTMotion(const PxVec3& targetDisp, PxReal dtime) { PxVec3 disp = targetDisp; if(!isPaused()) { // advance jump controller mJump.tick(dtime); // modify y component of displacement due to jump status disp.y = mJump.getDisplacement(dtime); if (mJump.isInFreefall()) { disp.x = 0; disp.z = 0; mCCTActive = false; } } // buffer the displacement and timestep to feed in onSubstep function mCCTDisplacement = disp; mCCTTimeStep = dtime; } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterCloth::createCCTController() { mControllerManager = PxCreateControllerManager(getActiveScene()); // use ray casting to position the CCT on the terrain PxScene& scene = getActiveScene(); PxRaycastBuffer hit; bool didHit = scene.raycast(PxVec3(0,100,0), PxVec3(0,-1,0), 500.0f, hit, PxHitFlags(0xffff)); PX_UNUSED(didHit); PX_ASSERT(didHit); mControllerInitialPosition = hit.block.position + PxVec3(0.0f, 1.6f, 0.0f); // create and fill in the descriptor for the capsule controller PxCapsuleControllerDesc cDesc; cDesc.height = 2.0f; cDesc.radius = 0.5f; cDesc.material = &getDefaultMaterial(); cDesc.position = PxExtendedVec3(mControllerInitialPosition.x, mControllerInitialPosition.y, mControllerInitialPosition.z); cDesc.slopeLimit = 0.1f; cDesc.contactOffset = 0.01f; cDesc.stepOffset = 0.1f; cDesc.scaleCoeff = 0.9f; cDesc.climbingMode = PxCapsuleClimbingMode::eEASY; cDesc.invisibleWallHeight = 0.0f; cDesc.maxJumpHeight = 2.0f; cDesc.reportCallback = this; mController = static_cast(mControllerManager->createController(cDesc)); // create camera mCCTCamera = SAMPLE_NEW(SampleCharacterClothCameraController)(*mController, *this); setCameraController(mCCTCamera); } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterCloth::onShapeHit(const PxControllerShapeHit& hit) { PxRigidDynamic* hitActor = hit.shape->getActor()->is(); const size_t nbPlatforms = mPlatforms.size(); for(PxU32 i = 0;i < nbPlatforms;i++) { if (mPlatforms[i]->getType() == SampleCharacterClothPlatform::ePLATFORM_TYPE_TRIGGERED) { PxRigidDynamic* actor = mPlatforms[i]->getPhysicsActor(); if (hitActor == actor) mPlatforms[i]->setActive(true); } } } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterCloth::onControllerHit(const PxControllersHit& hit) { } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterCloth::onObstacleHit(const PxControllerObstacleHit& hit) { } /////////////////////////////////////////////////////////////////////////////// PxControllerBehaviorFlags SampleCharacterCloth::getBehaviorFlags(const PxShape&, const PxActor&) { return PxControllerBehaviorFlags(0); } /////////////////////////////////////////////////////////////////////////////// PxControllerBehaviorFlags SampleCharacterCloth::getBehaviorFlags(const PxController&) { return PxControllerBehaviorFlags(0); } /////////////////////////////////////////////////////////////////////////////// PxControllerBehaviorFlags SampleCharacterCloth::getBehaviorFlags(const PxObstacle& obstacle) { return PxControllerBehaviorFlag::eCCT_CAN_RIDE_ON_OBJECT; } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterCloth::updateCCT(float dtime) { // compute target cct displacment for this time step PxVec3 dispCurStep = (mCCTTimeStep > 0.0f) ? mCCTDisplacement * (dtime / mCCTTimeStep) : PxVec3(0.0f); // limit horizontal acceleration so that character motion does not produce abrupt impulse PxVec3 accel = dispCurStep - mCCTDisplacementPrevStep; const PxReal accelLimit = 0.3f * dtime; PxVec3 accelHorizontal(accel.x, 0, accel.z); PxReal accelHorizontalMagnitude = accelHorizontal.magnitude(); if (accelHorizontalMagnitude > accelLimit) { const PxReal accelScale = accelLimit / accelHorizontalMagnitude; accel.x *= accelScale; accel.z *= accelScale; } dispCurStep = mCCTDisplacementPrevStep + accel; mCCTDisplacementPrevStep = dispCurStep; // move the CCT and change jump status due to contact const PxU32 flags = mController->move(dispCurStep, 0.01f, dtime, PxControllerFilters()); if(flags & PxControllerCollisionFlag::eCOLLISION_DOWN) mJump.reset(); // update camera controller mCCTCamera->updateFromCCT(dtime); } #endif // PX_USE_CLOTH_API