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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) 2008-2017 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 "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;
};
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