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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_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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