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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 "SampleCharacterClothJump.h"
using namespace physx;
static PxF32 gJumpGravity = -25.0f;
SampleCharacterClothJump::SampleCharacterClothJump() :
mV (0.0f),
mTime (0.0f),
mJump (false),
mFreefall (false)
{
}
void SampleCharacterClothJump::startJump(PxF32 v0)
{
if (mJump) return;
if (mFreefall) return;
mV = v0;
mJump = true;
}
void SampleCharacterClothJump::reset()
{
// reset jump state at most every half a second
// otherwise we might miss jump events
if (mTime < 0.5f)
return;
mFreefall = false;
mJump = false;
mV = 0.0f;
mTime = 0.0f;
}
void SampleCharacterClothJump::tick(PxF32 dtime)
{
mTime += dtime;
mV += gJumpGravity * dtime;
const PxReal vlimit = -25.0f;
if (mV < vlimit)
{
// limit velocity in freefall so that character does not fall at rocket speed.
mV = vlimit;
mFreefall = true;
mJump = false;
}
}
PxF32 SampleCharacterClothJump::getDisplacement(PxF32 dtime)
{
return mV * dtime;
}
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