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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.
#ifndef SAMPLE_CHARACTER_CLOTH_H
#define SAMPLE_CHARACTER_CLOTH_H
#include "PhysXSample.h"
#include "PxSimulationEventCallback.h"
#include "characterkinematic/PxController.h"
#include "characterkinematic/PxControllerBehavior.h"
#include "PxShape.h"
#include "SampleCharacterHelpers.h"
#include "SampleCharacterClothJump.h"
#include "SampleCharacterClothPlatform.h"
namespace physx
{
class PxCapsuleController;
class PxControllerManager;
}
class SampleCharacterClothFlag;
class SampleCharacterClothCameraController;
class ControlledActor;
class SampleCharacterCloth : public PhysXSample, public PxUserControllerHitReport, public PxControllerBehaviorCallback
{
public:
SampleCharacterCloth(PhysXSampleApplication& app);
virtual ~SampleCharacterCloth();
///////////////////////////////////////////////////////////////////////////////
// Implements SampleApplication
virtual void onInit();
virtual void onInit(bool restart) { onInit(); }
virtual void onShutdown();
virtual void onSubstep(float dtime);
virtual void onTickPreRender(float dtime);
virtual void onTickPostRender(float dtime);
virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
///////////////////////////////////////////////////////////////////////////////
// Implements PhysXSampleApplication
virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
virtual void customizeRender();
virtual void customizeSample(SampleSetup&);
virtual void customizeSceneDesc(PxSceneDesc&);
virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
///////////////////////////////////////////////////////////////////////////////
// Implements PxUserControllerHitReport
virtual void onShapeHit(const PxControllerShapeHit& hit);
virtual void onControllerHit(const PxControllersHit& hit);
virtual void onObstacleHit(const PxControllerObstacleHit& hit);
// Implements PxControllerBehaviorCallback
virtual PxControllerBehaviorFlags getBehaviorFlags(const PxShape&, const PxActor&);
virtual PxControllerBehaviorFlags getBehaviorFlags(const PxController&);
virtual PxControllerBehaviorFlags getBehaviorFlags(const PxObstacle&);
///////////////////////////////////////////////////////////////////////////////
protected:
// non-dynamic environment
PxRigidStatic* buildHeightField();
void createLandscape(PxReal* heightmap, PxU32 size, PxReal scale, PxReal* outVerts, PxReal* outNorms, PxU32* outTris);
PxRigidStatic* createHeightField(PxReal* heightmap, PxReal scale, PxU32 size);
SampleCharacterClothPlatform* createPlatform(const PxTransform &pose, const PxGeometry &geom, PxReal travelTime, const PxVec3 &offset, RenderMaterial *renderMaterial);
void createPlatforms();
void updatePlatforms(float dtime);
// cct control
void bufferCCTMotion(const PxVec3& disp, PxReal dtime);
void createCCTController();
void updateCCT(float dtime);
// cloth and character
void createCharacter();
void createCape();
void createFlags();
void releaseFlags();
void resetCape();
void resetCharacter();
void resetScene();
void updateCape(float dtime);
void updateCharacter(float dtime);
void updateFlags(float dtime);
void createRenderMaterials();
#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE
void toggleGPU();
#endif
private:
///////////////////////////////////////////////////////////////////////////////
// Landscape
PxTransform mHFPose;
PxU32 mNbVerts;
PxU32 mNbTris;
PxReal* mVerts;
PxU32* mTris;
///////////////////////////////////////////////////////////////////////////////
// Camera and Controller
SampleCharacterClothCameraController* mCCTCamera;
PxCapsuleController* mController;
PxControllerManager* mControllerManager;
PxVec3 mControllerInitialPosition;
bool mCCTActive;
PxVec3 mCCTDisplacement;
PxVec3 mCCTDisplacementPrevStep;
PxReal mCCTTimeStep;
SampleCharacterClothJump mJump;
///////////////////////////////////////////////////////////////////////////////
// rendering
RenderMaterial* mSnowMaterial;
RenderMaterial* mPlatformMaterial;
RenderMaterial* mRockMaterial;
RenderMaterial* mWoodMaterial;
RenderMaterial* mFlagMaterial;
///////////////////////////////////////////////////////////////////////////////
// cloth
PxCloth* mCape;
SampleArray<SampleCharacterClothFlag*> mFlags;
#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE
bool mUseGPU;
#endif
PxU32 mClothFlagCountIndex;
PxU32 mClothFlagCountIndexMax;
///////////////////////////////////////////////////////////////////////////////
// character motion
Character mCharacter;
Skin mSkin;
int mMotionHandleWalk;
int mMotionHandleRun;
int mMotionHandleJump;
///////////////////////////////////////////////////////////////////////////////
// simulation stats
shdfnd::Time mTimer;
PxReal mAccumulatedSimulationTime;
PxReal mAverageSimulationTime;
PxU32 mFrameCount;
///////////////////////////////////////////////////////////////////////////////
// platform levels
SampleArray<SampleCharacterClothPlatform*> mPlatforms;
friend class SampleCharacterClothCameraController;
friend class SampleCharacterClothFlag;
};
#endif
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