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//
// 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 "PhysXSampleApplication.h"
#include "SampleCameraController.h"
#include "characterkinematic/PxController.h"
#include "characterkinematic/PxControllerObstacles.h"

class ControlledActor;

class SampleCCTCameraController : public CameraController
{
	public:
													SampleCCTCameraController(PhysXSample& base);

						void						setControlled(ControlledActor** controlled, PxU32 controlledIndex, PxU32 nbCCTs);

		virtual			void				onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
		virtual			void				onAnalogInputEvent(const SampleFramework::InputEvent& , float val);
		virtual			void				onPointerInputEvent(const SampleFramework::InputEvent&, physx::PxU32, physx::PxU32, physx::PxReal, physx::PxReal, bool val);
		virtual			void				collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);

		virtual			void				update(Camera& camera, PxReal dtime);
		virtual			PxReal				getCameraSpeed()
		{ 
			return mKeyShiftDown ? mRunningSpeed : mWalkingSpeed ; 
		}
						void						setCameraMaxSpeed(PxReal speed)			{ mCameraMaxSpeed = speed; }
						void						setView(PxReal pitch, PxReal yaw);
						void						startJump();

		PX_FORCE_INLINE ControlledActor*			getControlledActor()					{ return mCCTs[mControlledIndex];	}
		PX_FORCE_INLINE void						setJumpForce(PxReal force)				{ mJumpForce = force;				}
		PX_FORCE_INLINE void						setGravity(PxReal g)					{ mGravity = g;						}
		PX_FORCE_INLINE void						enableCCT(bool bState)					{ mCCTEnabled = bState;			    }
		PX_FORCE_INLINE bool						getCCTState()							{ return mCCTEnabled;				}

		// The CCT's physics & rendering positions don't always match if the CCT
		// is updated with variable timesteps and the physics with fixed-timesteps.
		// true to link the camera to the CCT's physics position.
		// false to link the camera to the CCT's rendering position.
		PX_FORCE_INLINE void						setCameraLinkToPhysics(bool b)			{ mLinkCameraToPhysics = b;			}
		PX_FORCE_INLINE bool						getCameraLinkToPhysics()		const	{ return mLinkCameraToPhysics;		}

		PX_FORCE_INLINE void						setObstacleContext(PxObstacleContext* context)		{ mObstacleContext = context;	}
		PX_FORCE_INLINE void						setFilterData(const PxFilterData* filterData)		{ mFilterData = filterData;		}
		PX_FORCE_INLINE void						setFilterCallback(PxQueryFilterCallback* cb)	{ mFilterCallback = cb;			}
		PX_FORCE_INLINE void						setCCTFilterCallback(PxControllerFilterCallback* cb){ mCCTFilterCallback = cb;		}

	private:
						SampleCCTCameraController& operator=(const SampleCCTCameraController&);
						PhysXSample&				mBase;	// PT: TODO: find a way to decouple us from PhysXSampleApplication. Only needed for "recenterCursor". Maybe the app could inherit from the cam...

						PxObstacleContext*			mObstacleContext;	// User-defined additional obstacles
						const PxFilterData*			mFilterData;		// User-defined filter data for 'move' function
						PxQueryFilterCallback*		mFilterCallback;	// User-defined filter data for 'move' function
						PxControllerFilterCallback*	mCCTFilterCallback;	// User-defined filter data for 'move' function

						PxU32						mControlledIndex;
						PxU32						mNbCCTs;
						ControlledActor**			mCCTs;

						PxReal						mTargetYaw, mTargetPitch;
						PxReal						mPitchMin,	mPitchMax;

						PxReal						mGamepadPitchInc, mGamepadYawInc;
						PxReal						mGamepadForwardInc, mGamepadLateralInc;
						PxReal						mSensibility;

						bool						mFwd,mBwd,mLeft,mRight,mKeyShiftDown;
						bool						mCCTEnabled;

						PxReal						mRunningSpeed;
						PxReal						mWalkingSpeed;
						PxReal						mGamepadWalkingSpeed;
						PxReal						mCameraMaxSpeed;
						PxReal						mJumpForce;
						PxReal						mGravity;

						bool						mLinkCameraToPhysics;
};