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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.
#include "SampleCharacterCloth.h"
#include "SampleCharacterClothPlatform.h"
///////////////////////////////////////////////////////////////////////////////
SampleCharacterClothPlatform::SampleCharacterClothPlatform() :
mActor(NULL),
mCurrentTime(0.0f),
mTravelTime(0.0f),
mStart(0.0f),
mTarget(0.0f),
mFlip(false),
mType(ePLATFORM_TYPE_MOVING),
mActive(true)
{
}
///////////////////////////////////////////////////////////////////////////////
void SampleCharacterClothPlatform::init(PxRigidDynamic* actor, PxReal travelTime, const PxVec3& offsetTarget)
{
mActor = actor;
mCurrentTime = 0.0f;
mTravelTime = travelTime;
mStart = mActor->getGlobalPose().p;
mTarget = mStart + offsetTarget;
reset();
}
///////////////////////////////////////////////////////////////////////////////
void SampleCharacterClothPlatform::release()
{
delete this;
}
///////////////////////////////////////////////////////////////////////////////
void SampleCharacterClothPlatform::reset()
{
mCurrentTime = 0.0f;
mFlip = false;
switch (mType)
{
case ePLATFORM_TYPE_MOVING:
mActive = true;
break;
default:
mActive = false;
}
update(0.0f);
}
///////////////////////////////////////////////////////////////////////////////
void SampleCharacterClothPlatform::update(PxReal dtime)
{
PxReal t = mCurrentTime / mTravelTime;
PxTransform pose = mActor->getGlobalPose();
if (!mFlip)
{
pose.p = (1 - t) * mStart + t * mTarget;
}
else
pose.p = t * mStart + (1-t) * mTarget;
mActor->setKinematicTarget(pose);
if (mActive == false)
return;
mCurrentTime += dtime;
if (mCurrentTime > mTravelTime)
{
mCurrentTime -= mTravelTime;
mFlip = !mFlip;
}
}
///////////////////////////////////////////////////////////////////////////////
void SampleCharacterCloth::updatePlatforms(float dtime)
{
const size_t nbPlatforms = mPlatforms.size();
for(PxU32 i = 0;i < nbPlatforms;i++)
{
mPlatforms[i]->update(dtime);
}
}
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