1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
|
//
// 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_HELPERS_H
#define SAMPLE_CHARACTER_HELPERS_H
#include "foundation/PxBounds3.h"
#include "foundation/PxFlags.h"
#include "foundation/PxTransform.h"
#include "SampleAllocator.h"
#include "SampleArray.h"
#include "AcclaimLoader.h"
class Character;
///////////////////////////////////////////////////////////////////////////////
class Skin
{
public:
bool bindToCharacter(Character& character, SampleArray<PxVec4> &positions);
bool computeNewPositions(Character& characeter, SampleArray<PxVec3> &positions);
protected:
SampleArray<PxVec3> mBindPos;
int mBoneID;
};
///////////////////////////////////////////////////////////////////////////////
// Helper class to read and setup motion clip
// This class provides enough functionality to create a moving stickman character and use it
// for samples and tests.
class Character
{
///////////////////////////////////////////////////////////////////////////////
struct MotionData : public SampleAllocateable
{
PxTransform mRootTransform;
PxTransform mBoneTransform[MAX_BONE_NUMBER];
};
struct Motion : public SampleAllocateable
{
MotionData* mMotionData;
PxU32 mNbFrames;
PxReal mDistance; // distance from first to last frame
public:
void release() { SAMPLE_FREE(mMotionData); delete this; }
};
public:
Character();
virtual ~Character() { release(); }
/// read a motion clip from .amc file, returns a motion handle or -1 if amc file is invalid.
int addMotion(const char* amcFileName, PxU32 start = 0, PxU32 end = 10000);
/// create character from .asf setup
bool create(const char* asfFileName, PxReal scale = 1.0f);
/// orient this character in the given direction
bool faceToward(const PxVec3 &dir, PxReal angleLimitPerFrame = 360.0f);
/// create a pose info enough to create stickman
bool getFramePose(PxTransform &rootTransform, SampleArray<PxVec3> &positions, SampleArray<PxU32> &indexBuffers);
/// set next pose from the motion clip (speed = 1.0 will match original motion clip)
bool move(PxReal speed = 1.0f, bool jump = false, bool active = true);
/// reset motion to first frame
void resetMotion(PxReal firstFrame = 0.0f);
/// move forward
bool setForward();
/// set global pose
bool setGlobalPose(const PxTransform &transform);
/// set goal position
bool setGoalPosition(const PxVec3 pos);
/// select motion
bool setMotion(PxU32 motionhandle, bool init = false);
/// set target position
bool setTargetPosition(const PxVec3 pos);
protected:
/// build internal motion data from raw amc data
bool buildMotion(Acclaim::AMCData&, Motion&, PxU32 start, PxU32 end);
/// compute per-frame pose cache
bool computeFramePose();
/// read a motion clip from .amc file
bool readSetup(const char* asfFileName);
/// release memory
void release();
private:
SampleArray<Motion*> mMotions;
PxTransform mCurrentBoneTransform[MAX_BONE_NUMBER];
PxTransform mCurrentRootTransform;
Motion* mCurrentMotion;
Motion* mTargetMotion;
PxU32 mBlendCounter;
PxReal mCharacterScale;
Acclaim::ASFData* mASFData;
PxU32 mNbBones;
PxVec3 mGoalPosition;
PxVec3 mTargetPosition;
PxTransform mCharacterPose; // transformation of the character itself
PxReal mFrameTime;
friend class Skin;
};
#endif // SAMPLE_CHARACTER_HELPERS
|