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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_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
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