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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) 2008-2021 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_CAMERA_CONTROLLER_H
#define SAMPLE_CAMERA_CONTROLLER_H
#include "SampleAllocator.h"
#include "RendererWindow.h"
#include <SampleUserInput.h>
#include "foundation/PxVec3.h"
namespace SampleFramework {
class SamplePlatform;
}
class Camera;
class CameraController : public SampleAllocateable
{
public:
virtual ~CameraController() {}
virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val) {}
virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val) {}
virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val) {}
virtual void update(Camera& camera, PxReal dtime) {}
virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents) {}
virtual PxReal getCameraSpeed() { return 0; }
};
class DefaultCameraController : public CameraController
{
public:
DefaultCameraController();
virtual ~DefaultCameraController();
void init(const PxVec3& pos, const PxVec3& rot);
void init(const PxTransform& pose);
void setCameraSpeed(const PxReal speed) { mCameraSpeed = speed; }
PxReal getCameraSpeed() { return mCameraSpeed; }
void setMouseLookOnMouseButton(bool mouseLookOnMB) { mMouseLookOnMB = mouseLookOnMB; }
void setMouseSensitivity(PxReal mouseSensitivity) { mMouseSensitivity = mouseSensitivity; }
// Implements CameraController
void onMouseDelta(PxI32 dx, PxI32 dy);
virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val);
virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
virtual void onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
virtual void update(Camera& camera, PxReal dtime);
protected:
PxVec3 mTargetEyePos;
PxVec3 mTargetEyeRot;
PxVec3 mEyePos;
PxVec3 mEyeRot;
bool mMouseButtonDown;
bool mKeyFWDown;
bool mKeyBKDown;
bool mKeyRTDown;
bool mKeyLTDown;
bool mKeyUpDown;
bool mKeyDownDown;
bool mKeyShiftDown;
PxReal mCameraSpeed;
PxReal mCameraSpeedMultiplier;
bool mMouseLookOnMB;
PxReal mMouseSensitivity;
};
#endif