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// 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) 2008-2018 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
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