aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Samples/SampleCCTSharedCode/KinematicPlatform.h
blob: 9ec67914ad23c7c80bf504d58da85147c3a6fd00 (plain) (blame)
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
// 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) 2008-2016 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 KINEMATIC_PLATFORM_H
#define KINEMATIC_PLATFORM_H

#include "common/PxPhysXCommonConfig.h"
#include "foundation/PxTransform.h"
#include "SampleAllocator.h"
#include "SampleAllocatorSDKClasses.h"
#include "characterkinematic/PxControllerObstacles.h"
#include <vector>

namespace physx
{
	class PxRigidDynamic;
}

	// PT: Captures the state of the platform. We decouple this data from the platform itself so that the
	// same platform path (const data) can be used by several platform instances.
	struct PlatformState
	{
					PlatformState();

		PxTransform	mPrevPose;
		PxReal		mCurrentTime;
		PxReal		mCurrentRotationTime;
		bool		mFlip;
	};

	enum LoopMode
	{
		LOOP_FLIP,
		LOOP_WRAP,
	};

	class KinematicPlatform : public SampleAllocateable
	{
		public:
												KinematicPlatform();
												~KinematicPlatform();

						void					release();
						void					init(PxU32 nbPts, const PxVec3* pts, const PxTransform& globalPose, const PxQuat& localRot, PxRigidDynamic* actor, PxReal travelTime, PxReal rotationSpeed, LoopMode mode=LOOP_FLIP);
						void					setBoxObstacle(ObstacleHandle handle, const PxBoxObstacle* boxObstacle);
						PxU32					getNbSegments()								const;
						PxReal					computeLength()								const;
						bool					getPoint(PxVec3& p, PxU32 seg, PxReal t)	const;
						bool					getPoint(PxVec3& p, PxReal t)				const;
						void					resync();

		PX_FORCE_INLINE	void					updatePhysics(PxReal dtime)										{ updateState(mPhysicsState, NULL, dtime, true);			}
		PX_FORCE_INLINE	void					updateRender(PxReal dtime, PxObstacleContext* obstacleContext)	{ updateState(mRenderState, obstacleContext, dtime, false);	}

		PX_FORCE_INLINE	PxReal					getTravelTime()			const	{ return mTravelTime;						}
		PX_FORCE_INLINE	void					setTravelTime(PxReal t)			{ mTravelTime = t;							}
						void					setT(PxF32 t);

		PX_FORCE_INLINE	const PxTransform&		getPhysicsPose()		const	{ return mPhysicsState.mPrevPose;			}
		PX_FORCE_INLINE	const PxTransform&		getRenderPose()			const	{ return mRenderState.mPrevPose;			}

		PX_FORCE_INLINE	PxRigidDynamic*			getPhysicsActor()				{ return mActor;							}

		PX_FORCE_INLINE	PxReal					getRotationSpeed()		const	{ return mRotationSpeed;					}
		PX_FORCE_INLINE	void					setRotationSpeed(PxReal s)		{ mRotationSpeed = s;						}

		protected:
						PxQuat					mLocalRot;		// Local rotation (const data)
						PxU32					mNbPts;
						PxVec3Alloc*			mPts;
						PxRigidDynamic*			mActor;			// Physics
						const PxBoxObstacle*	mBoxObstacle;
						ObstacleHandle			mObstacle;		// Render
						PxReal					mTravelTime;
						PxReal					mRotationSpeed;
						LoopMode				mMode;

						PlatformState			mPhysicsState;
						PlatformState			mRenderState;
						void					updateState(PlatformState& state, PxObstacleContext* obstacleContext, PxReal dtime, bool updateActor)	const;
	};

	class KinematicPlatformManager : public SampleAllocateable
	{
		public:
															KinematicPlatformManager();
															~KinematicPlatformManager();

						void								release();
						KinematicPlatform*					createPlatform(PxU32 nbPts, const PxVec3* pts, const PxTransform& pose, const PxQuat& localRot, PxRigidDynamic* actor, PxReal platformSpeed, PxReal rotationSpeed, LoopMode mode=LOOP_FLIP);

		PX_FORCE_INLINE	PxU32								getNbPlatforms()			{ return (PxU32)mPlatforms.size();	}
		PX_FORCE_INLINE	KinematicPlatform**					getPlatforms()				{ return &mPlatforms[0];			}
		PX_FORCE_INLINE	PxF32								getElapsedTime()			{ return mElapsedPlatformTime;		}
		PX_FORCE_INLINE	void								syncElapsedTime(float time)	{ mElapsedPlatformTime = time;		}

						void								updatePhysicsPlatforms(float dtime);

		protected:
						std::vector<KinematicPlatform*>		mPlatforms;
						PxF32								mElapsedPlatformTime;
	};


#endif