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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_PLATFORM_H
#define SAMPLE_CHARACTER_CLOTH_PLATFORM_H
#include "PhysXSample.h"
#include "characterkinematic/PxController.h"
#include "SampleAllocator.h"
#include "SampleAllocatorSDKClasses.h"
///////////////////////////////////////////////////////////////////////////////
class SampleCharacterClothPlatform : public SampleAllocateable
{
public:
///////////////////////////////////////////////////////////////////////////////
enum {
ePLATFORM_TYPE_STATIC,
ePLATFORM_TYPE_MOVING,
ePLATFORM_TYPE_TRIGGERED,
};
///////////////////////////////////////////////////////////////////////////////
SampleCharacterClothPlatform();
~SampleCharacterClothPlatform() {}
///////////////////////////////////////////////////////////////////////////////
PX_FORCE_INLINE PxRigidDynamic* getPhysicsActor() { return mActor;}
PX_FORCE_INLINE PxReal getTravelTime() const { return mTravelTime; }
PX_FORCE_INLINE PxU32 getType() const { return mType; }
PX_FORCE_INLINE void setActive(bool b) { mActive = b; }
PX_FORCE_INLINE void setTravelTime(PxReal t) { mTravelTime = t; }
PX_FORCE_INLINE void setType(PxU32 t) { mType = t; }
///////////////////////////////////////////////////////////////////////////////
void init(PxRigidDynamic* actor, PxReal travelTime, const PxVec3& offsetTarget = PxVec3(0,0,0) );
void release();
void reset();
void update(PxReal dtime);
protected:
PxRigidDynamic* mActor;
PxReal mCurrentTime;
PxReal mTravelTime;
PxVec3 mStart;
PxVec3 mTarget;
bool mFlip;
PxU32 mType;
bool mActive;
};
#endif
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