1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
|
// 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) 2008-2016 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
|