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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 "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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