// // 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 "SampleCharacterCloth.h" #include "SampleCharacterClothPlatform.h" /////////////////////////////////////////////////////////////////////////////// SampleCharacterClothPlatform::SampleCharacterClothPlatform() : mActor(NULL), mCurrentTime(0.0f), mTravelTime(0.0f), mStart(0.0f), mTarget(0.0f), mFlip(false), mType(ePLATFORM_TYPE_MOVING), mActive(true) { } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothPlatform::init(PxRigidDynamic* actor, PxReal travelTime, const PxVec3& offsetTarget) { mActor = actor; mCurrentTime = 0.0f; mTravelTime = travelTime; mStart = mActor->getGlobalPose().p; mTarget = mStart + offsetTarget; reset(); } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothPlatform::release() { delete this; } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothPlatform::reset() { mCurrentTime = 0.0f; mFlip = false; switch (mType) { case ePLATFORM_TYPE_MOVING: mActive = true; break; default: mActive = false; } update(0.0f); } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterClothPlatform::update(PxReal dtime) { PxReal t = mCurrentTime / mTravelTime; PxTransform pose = mActor->getGlobalPose(); if (!mFlip) { pose.p = (1 - t) * mStart + t * mTarget; } else pose.p = t * mStart + (1-t) * mTarget; mActor->setKinematicTarget(pose); if (mActive == false) return; mCurrentTime += dtime; if (mCurrentTime > mTravelTime) { mCurrentTime -= mTravelTime; mFlip = !mFlip; } } /////////////////////////////////////////////////////////////////////////////// void SampleCharacterCloth::updatePlatforms(float dtime) { const size_t nbPlatforms = mPlatforms.size(); for(PxU32 i = 0;i < nbPlatforms;i++) { mPlatforms[i]->update(dtime); } }