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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_CAMERA_CONTROLLER_H
#define SAMPLE_CHARACTER_CAMERA_CONTROLLER_H

#include "SampleCameraController.h"

#include "characterkinematic/PxController.h"

class SampleCharacterCloth;

class SampleCharacterClothCameraController : public CameraController
{
public:
						SampleCharacterClothCameraController(PxController& controlled, SampleCharacterCloth& sample);

	// Implements CameraController
	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);
	virtual void		collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);

	virtual	void		update(Camera& camera, PxReal dtime);

			void        updateFromCCT(PxReal dtime);
			void		setView(PxReal pitch, PxReal yaw);

protected:
	
	Camera*                 mCamera;
	PxController&			mController;
	SampleCharacterCloth&	mSample;

	PxReal					mTargetYaw, mTargetPitch;
	PxReal					mPitchMin,	mPitchMax;

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

	bool					mFwd,mBwd,mLeft,mRight,mKeyShiftDown;

	PxReal					mRunningSpeed;
	PxReal					mWalkingSpeed;

private:
	SampleCharacterClothCameraController& operator=(const SampleCharacterClothCameraController&);

};

#endif