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path: root/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Platform.cpp
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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);
	}
}