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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 "SampleCustomGravity.h"
#include "SampleCustomGravityCameraController.h"
#include "SampleCCTJump.h"
#include "PxRigidDynamic.h"
#include "geometry/PxCapsuleGeometry.h"
#include "PxShape.h"
#include <SampleBaseInputEventIds.h>
#include <SampleUserInputIds.h>
#include <SampleUserInputDefines.h>
#include <SamplePlatform.h>
using namespace SampleRenderer;
using namespace SampleFramework;
/*static*/ PxF32 gJumpForce = 30.0f;
static Jump gJump;
SampleCustomGravityCameraController::SampleCustomGravityCameraController(PxController& controlled, SampleCustomGravity& base) :
mCCT (controlled),
mBase (base),
mTargetYaw (0.0f-PxPi/2),
mTargetPitch (0.0f),
mPitchMin (-PxHalfPi),
mPitchMax (PxHalfPi),
mGamepadPitchInc (0.0f),
mGamepadYawInc (0.0f),
mGamepadForwardInc (0.0f),
mGamepadLateralInc (0.0f),
mSensibility (0.001f),
mFwd (false),
mBwd (false),
mLeft (false),
mRight (false),
mKeyShiftDown (false),
mRunningSpeed (25.0f),
mWalkingSpeed (2.5f)
{
mForward = PxVec3(0);
mRightV = PxVec3(0);
mTarget = PxVec3(0);
mNbRecords = 0;
mTest = PxMat33(PxIdentity);
}
void SampleCustomGravityCameraController::collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents)
{
//digital keyboard events
DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_FORWARD, SCAN_CODE_FORWARD, XKEY_W, X1KEY_W, PS3KEY_W, PS4KEY_W, AKEY_UNKNOWN, SCAN_CODE_FORWARD, IKEY_UNKNOWN, SCAN_CODE_FORWARD, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_BACKWARD, SCAN_CODE_BACKWARD, XKEY_S, X1KEY_S, PS3KEY_S, PS4KEY_S, AKEY_UNKNOWN, SCAN_CODE_BACKWARD, IKEY_UNKNOWN, SCAN_CODE_BACKWARD, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_LEFT, SCAN_CODE_LEFT, XKEY_A, X1KEY_A, PS3KEY_A, PS4KEY_A, AKEY_UNKNOWN, SCAN_CODE_LEFT, IKEY_UNKNOWN, SCAN_CODE_LEFT, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_RIGHT, SCAN_CODE_RIGHT, XKEY_D, X1KEY_D, PS3KEY_D, PS4KEY_D, AKEY_UNKNOWN, SCAN_CODE_RIGHT, IKEY_UNKNOWN, SCAN_CODE_RIGHT, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_SHIFT_SPEED, SCAN_CODE_LEFT_SHIFT, XKEY_SHIFT, X1KEY_SHIFT, PS3KEY_SHIFT, PS4KEY_SHIFT, AKEY_UNKNOWN, OSXKEY_SHIFT, IKEY_UNKNOWN, LINUXKEY_SHIFT, WIIUKEY_UNKNOWN);
DIGITAL_INPUT_EVENT_DEF(CAMERA_JUMP, SCAN_CODE_SPACE, XKEY_SPACE, X1KEY_SPACE, PS3KEY_SPACE, PS4KEY_SPACE, AKEY_UNKNOWN, OSXKEY_SPACE, IKEY_UNKNOWN, LINUXKEY_SPACE, WIIUKEY_UNKNOWN);
//analog mouse events
ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK_X);
ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_UP_DOWN, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, LINUXKEY_UNKNOWN, GAMEPAD_RIGHT_STICK_Y);
ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_LEFT_RIGHT, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK_X);
ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_FORWARD_BACK, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, LINUXKEY_UNKNOWN, GAMEPAD_LEFT_STICK_Y);
//digital gamepad events
DIGITAL_INPUT_EVENT_DEF(CAMERA_JUMP, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, GAMEPAD_SOUTH, AKEY_UNKNOWN, GAMEPAD_SOUTH, IKEY_UNKNOWN, LINUXKEY_UNKNOWN, GAMEPAD_SOUTH);
//touch events
TOUCH_INPUT_EVENT_DEF(CAMERA_JUMP, "Jump", AQUICK_BUTTON_1, IQUICK_BUTTON_1);
}
void SampleCustomGravityCameraController::onDigitalInputEvent(const SampleFramework::InputEvent& ie, bool val)
{
if(val)
{
if(ie.m_Id == CAMERA_MOVE_FORWARD) mFwd = true;
else if(ie.m_Id == CAMERA_MOVE_BACKWARD) mBwd = true;
else if(ie.m_Id == CAMERA_MOVE_LEFT) mLeft = true;
else if(ie.m_Id == CAMERA_MOVE_RIGHT) mRight = true;
else if(ie.m_Id == CAMERA_SHIFT_SPEED) mKeyShiftDown = true;
else if(ie.m_Id == CAMERA_JUMP) gJump.startJump(gJumpForce);
}
else
{
if(ie.m_Id == CAMERA_MOVE_FORWARD) mFwd = false;
else if(ie.m_Id == CAMERA_MOVE_BACKWARD) mBwd = false;
else if(ie.m_Id == CAMERA_MOVE_LEFT) mLeft = false;
else if(ie.m_Id == CAMERA_MOVE_RIGHT) mRight = false;
else if(ie.m_Id == CAMERA_SHIFT_SPEED) mKeyShiftDown = false;
}
}
static PX_FORCE_INLINE PxReal remapAxisValue(PxReal absolutePosition)
{
return absolutePosition * absolutePosition * absolutePosition * 5.0f;
}
void SampleCustomGravityCameraController::onAnalogInputEvent(const SampleFramework::InputEvent& ie, float val)
{
if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT)
{
mGamepadYawInc = - remapAxisValue(val);
}
else if(ie.m_Id == CAMERA_GAMEPAD_ROTATE_UP_DOWN)
{
// PT: ideally we'd need an option to "invert Y axis" here
// mGamepadPitchInc = - remapAxisValue(val);
mGamepadPitchInc = remapAxisValue(val);
}
else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_LEFT_RIGHT)
{
mGamepadLateralInc = val;
}
else if(ie.m_Id == CAMERA_GAMEPAD_MOVE_FORWARD_BACK)
{
mGamepadForwardInc = val;
}
}
void SampleCustomGravityCameraController::onPointerInputEvent(const SampleFramework::InputEvent &ie, physx::PxU32, physx::PxU32, physx::PxReal dx, physx::PxReal dy, bool val)
{
if (ie.m_Id == CAMERA_MOUSE_LOOK)
{
mTargetYaw -= dx * mSensibility;
mTargetPitch += dy * mSensibility;
}
}
void SampleCustomGravityCameraController::setView(PxReal pitch, PxReal yaw)
{
mTargetPitch = pitch;
mTargetYaw = yaw;
}
static PxQuat rotationArc(const PxVec3& v0, const PxVec3& v1, bool& res)
{
PxVec3 _v0 = v0;
PxVec3 _v1 = v1;
_v0.normalize();
_v1.normalize();
float s = sqrtf((1.0f + (v0.dot(v1))) * 2.0f);
if(s<0.001f)
{
res = false;
return PxQuat(PxIdentity);
}
PxVec3 p = (_v0.cross(_v1)) / s;
float w = s * 0.5f;
PxQuat q(p.x, p.y, p.z, w);
q.normalize();
res = true;
return q;
}
void SampleCustomGravityCameraController::update(Camera& camera, PxReal dtime)
{
PxSceneReadLock scopedLock(mBase.getActiveScene());
const PxExtendedVec3& currentPos = mCCT.getPosition();
const PxVec3 curPos = toVec3(currentPos);
// Compute up vector for current CCT position
PxVec3 upVector;
mBase.mPlanet.getUpVector(upVector, curPos);
PX_ASSERT(upVector.isFinite());
// Update CCT
if(!mBase.isPaused())
{
if(1)
{
bool recordPos = true;
const PxU32 currentSize = mNbRecords;
if(currentSize)
{
const PxVec3 lastPos = mHistory[currentSize-1];
// const float limit = 0.1f;
const float limit = 0.5f;
if((curPos - lastPos).magnitude()<limit)
recordPos = false;
}
if(recordPos)
{
if(mNbRecords==POS_HISTORY_LIMIT)
{
for(PxU32 i=1;i<mNbRecords;i++)
mHistory[i-1] = mHistory[i];
mNbRecords--;
}
mHistory[mNbRecords++] = curPos;
}
}
// Subtract off the 'up' component of the view direction to get our forward motion vector.
PxVec3 viewDir = camera.getViewDir();
PxVec3 forward = (viewDir - upVector * upVector.dot(viewDir)).getNormalized();
// PxVec3 forward = mForward;
// Compute "right" vector
PxVec3 right = forward.cross(upVector);
right.normalize();
// PxVec3 right = mRightV;
PxVec3 targetKeyDisplacement(0);
if(mFwd) targetKeyDisplacement += forward;
if(mBwd) targetKeyDisplacement -= forward;
if(mRight) targetKeyDisplacement += right;
if(mLeft) targetKeyDisplacement -= right;
targetKeyDisplacement *= mKeyShiftDown ? mRunningSpeed : mWalkingSpeed;
// targetKeyDisplacement += PxVec3(0,-9.81,0);
targetKeyDisplacement *= dtime;
PxVec3 targetPadDisplacement(0);
targetPadDisplacement += forward * mGamepadForwardInc * mRunningSpeed;
targetPadDisplacement += right * mGamepadLateralInc * mRunningSpeed;
// targetPadDisplacement += PxVec3(0,-9.81,0);
targetPadDisplacement *= dtime;
const PxF32 heightDelta = gJump.getHeight(dtime);
// shdfnd::printFormatted("%f\n", heightDelta);
PxVec3 upDisp = upVector;
if(heightDelta!=0.0f)
upDisp *= heightDelta;
else
upDisp *= -9.81f * dtime;
const PxVec3 disp = targetKeyDisplacement + targetPadDisplacement + upDisp;
//upDisp.normalize();
//shdfnd::printFormatted("%f | %f | %f\n", upDisp.x, upDisp.y, upDisp.z);
// shdfnd::printFormatted("%f | %f | %f\n", targetKeyDisplacement.x, targetKeyDisplacement.y, targetKeyDisplacement.z);
// shdfnd::printFormatted("%f | %f | %f\n\n", targetPadDisplacement.x, targetPadDisplacement.y, targetPadDisplacement.z);
mCCT.setUpDirection(upVector);
// const PxU32 flags = mCCT.move(disp, 0.001f, dtime, PxControllerFilters());
const PxU32 flags = mCCT.move(disp, 0.0f, dtime, PxControllerFilters());
if(flags & PxControllerCollisionFlag::eCOLLISION_DOWN)
{
gJump.stopJump();
// shdfnd::printFormatted("Stop jump\n");
}
}
// Update camera
if(1)
{
mTargetYaw += mGamepadYawInc * dtime;
mTargetPitch += mGamepadPitchInc * dtime;
// Clamp pitch
// if(mTargetPitch<mPitchMin) mTargetPitch = mPitchMin;
// if(mTargetPitch>mPitchMax) mTargetPitch = mPitchMax;
}
if(1)
{
PxVec3 up = upVector;
PxQuat localPitchQ(mTargetPitch, PxVec3(1.0f, 0.0f, 0.0f));
PX_ASSERT(localPitchQ.isSane());
PxMat33 localPitchM(localPitchQ);
const PxVec3 upRef(0.0f, 1.0f, 0.0f);
PxQuat localYawQ(mTargetYaw, upRef);
PX_ASSERT(localYawQ.isSane());
PxMat33 localYawM(localYawQ);
bool res;
PxQuat localToWorldQ = rotationArc(upRef, up, res);
static PxQuat memory(0,0,0,1);
if(!res)
{
localToWorldQ = memory;
}
else
{
memory = localToWorldQ;
}
PX_ASSERT(localToWorldQ.isSane());
PxMat33 localToWorld(localToWorldQ);
static PxVec3 previousUp(0.0f, 1.0f, 0.0f);
static PxQuat incLocalToWorldQ(0.0f, 0.0f, 0.0f, 1.0f);
PxQuat incQ = rotationArc(previousUp, up, res);
PX_ASSERT(incQ.isSane());
// incLocalToWorldQ = incLocalToWorldQ * incQ;
incLocalToWorldQ = incQ * incLocalToWorldQ;
PX_ASSERT(incLocalToWorldQ.isSane());
incLocalToWorldQ.normalize();
PxMat33 incLocalToWorldM(incLocalToWorldQ);
localToWorld = incLocalToWorldM;
previousUp = up;
mTest = localToWorld;
//mTest = localToWorld * localYawM;
// PxMat33 rot = localYawM * localToWorld;
PxMat33 rot = localToWorld * localYawM * localPitchM;
// PxMat33 rot = localToWorld * localYawM;
PX_ASSERT(rot.column0.isFinite());
PX_ASSERT(rot.column1.isFinite());
PX_ASSERT(rot.column2.isFinite());
////
PxMat44 view(rot.column0, rot.column1, rot.column2, PxVec3(0));
mForward = -rot.column2;
mRightV = rot.column0;
camera.setView(PxTransform(view));
PX_ASSERT(camera.getViewDir().isFinite());
////
PxRigidActor* characterActor = mCCT.getActor();
PxShape* shape;
characterActor->getShapes(&shape,1);
PxCapsuleGeometry geom;
shape->getCapsuleGeometry(geom);
up *= geom.halfHeight+geom.radius;
const PxVec3 headPos = curPos + up;
const float distanceToTarget = 10.0f;
// const float distanceToTarget = 20.0f;
// const float distanceToTarget = 5.0f;
// const PxVec3 camPos = headPos - viewDir*distanceToTarget;
const PxVec3 camPos = headPos - mForward*distanceToTarget;// + up * 20.0f;
// view.t = camPos;
view.column3 = PxVec4(camPos,0);
// camera.setView(view);
camera.setView(PxTransform(view));
mTarget = headPos;
}
if(0)
{
PxControllerState cctState;
mCCT.getState(cctState);
shdfnd::printFormatted("\nCCT state:\n");
shdfnd::printFormatted("delta: %.02f | %.02f | %.02f\n", cctState.deltaXP.x, cctState.deltaXP.y, cctState.deltaXP.z);
shdfnd::printFormatted("touchedShape: %p\n", cctState.touchedShape);
shdfnd::printFormatted("touchedObstacleHandle: %d\n", cctState.touchedObstacleHandle);
shdfnd::printFormatted("standOnAnotherCCT: %d\n", cctState.standOnAnotherCCT);
shdfnd::printFormatted("standOnObstacle: %d\n", cctState.standOnObstacle);
shdfnd::printFormatted("isMovingUp: %d\n", cctState.isMovingUp);
shdfnd::printFormatted("collisionFlags: %d\n", cctState.collisionFlags);
}
}
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