// 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 "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); } }