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physx/samples/samplecctsharedcode/SampleCCTCameraController.h
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physx/samples/samplecctsharedcode/SampleCCTCameraController.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "PhysXSampleApplication.h"
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#include "SampleCameraController.h"
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#include "characterkinematic/PxController.h"
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#include "characterkinematic/PxControllerObstacles.h"
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class ControlledActor;
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class SampleCCTCameraController : public CameraController
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{
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public:
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SampleCCTCameraController(PhysXSample& base);
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void setControlled(ControlledActor** controlled, PxU32 controlledIndex, PxU32 nbCCTs);
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virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
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virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val);
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virtual void onPointerInputEvent(const SampleFramework::InputEvent&, physx::PxU32, physx::PxU32, physx::PxReal, physx::PxReal, bool val);
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virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
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virtual void update(Camera& camera, PxReal dtime);
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virtual PxReal getCameraSpeed()
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{
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return mKeyShiftDown ? mRunningSpeed : mWalkingSpeed ;
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}
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void setCameraMaxSpeed(PxReal speed) { mCameraMaxSpeed = speed; }
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void setView(PxReal pitch, PxReal yaw);
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void startJump();
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PX_FORCE_INLINE ControlledActor* getControlledActor() { return mCCTs[mControlledIndex]; }
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PX_FORCE_INLINE void setJumpForce(PxReal force) { mJumpForce = force; }
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PX_FORCE_INLINE void setGravity(PxReal g) { mGravity = g; }
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PX_FORCE_INLINE void enableCCT(bool bState) { mCCTEnabled = bState; }
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PX_FORCE_INLINE bool getCCTState() { return mCCTEnabled; }
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// The CCT's physics & rendering positions don't always match if the CCT
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// is updated with variable timesteps and the physics with fixed-timesteps.
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// true to link the camera to the CCT's physics position.
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// false to link the camera to the CCT's rendering position.
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PX_FORCE_INLINE void setCameraLinkToPhysics(bool b) { mLinkCameraToPhysics = b; }
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PX_FORCE_INLINE bool getCameraLinkToPhysics() const { return mLinkCameraToPhysics; }
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PX_FORCE_INLINE void setObstacleContext(PxObstacleContext* context) { mObstacleContext = context; }
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PX_FORCE_INLINE void setFilterData(const PxFilterData* filterData) { mFilterData = filterData; }
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PX_FORCE_INLINE void setFilterCallback(PxQueryFilterCallback* cb) { mFilterCallback = cb; }
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PX_FORCE_INLINE void setCCTFilterCallback(PxControllerFilterCallback* cb){ mCCTFilterCallback = cb; }
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private:
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SampleCCTCameraController& operator=(const SampleCCTCameraController&);
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PhysXSample& mBase; // PT: TODO: find a way to decouple us from PhysXSampleApplication. Only needed for "recenterCursor". Maybe the app could inherit from the cam...
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PxObstacleContext* mObstacleContext; // User-defined additional obstacles
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const PxFilterData* mFilterData; // User-defined filter data for 'move' function
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PxQueryFilterCallback* mFilterCallback; // User-defined filter data for 'move' function
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PxControllerFilterCallback* mCCTFilterCallback; // User-defined filter data for 'move' function
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PxU32 mControlledIndex;
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PxU32 mNbCCTs;
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ControlledActor** mCCTs;
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PxReal mTargetYaw, mTargetPitch;
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PxReal mPitchMin, mPitchMax;
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PxReal mGamepadPitchInc, mGamepadYawInc;
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PxReal mGamepadForwardInc, mGamepadLateralInc;
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PxReal mSensibility;
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bool mFwd,mBwd,mLeft,mRight,mKeyShiftDown;
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bool mCCTEnabled;
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PxReal mRunningSpeed;
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PxReal mWalkingSpeed;
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PxReal mGamepadWalkingSpeed;
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PxReal mCameraMaxSpeed;
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PxReal mJumpForce;
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PxReal mGravity;
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bool mLinkCameraToPhysics;
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};
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