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physx/samples/samplenorthpole/SampleNorthPoleCCT.cpp
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physx/samples/samplenorthpole/SampleNorthPoleCCT.cpp
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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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#include "PxPhysicsAPI.h"
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#include "extensions/PxExtensionsAPI.h"
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#include "characterkinematic/PxControllerManager.h"
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#include "characterkinematic/PxCapsuleController.h"
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#include "SampleNorthPole.h"
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#include "SampleNorthPoleCameraController.h"
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#include "SampleNorthPoleInputEventIds.h"
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#include <SamplePlatform.h>
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#include <SampleUserInput.h>
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#include <SampleUserInputIds.h>
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#include <SampleUserInputDefines.h>
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using namespace SampleRenderer;
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using namespace SampleFramework;
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void SampleNorthPole::tryStandup()
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{
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PxSceneWriteLock scopedLock(*mScene);
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// overlap with upper part
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PxReal r = mController->getRadius();
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PxReal dh = mStandingSize-mCrouchingSize-2*r;
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PxCapsuleGeometry geom(r, dh*.5f);
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PxExtendedVec3 position = mController->getPosition();
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PxVec3 pos((float)position.x,(float)position.y+mStandingSize*.5f+r,(float)position.z);
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PxQuat orientation(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f));
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PxOverlapBuffer hit;
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if(getActiveScene().overlap(geom, PxTransform(pos,orientation),hit,
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PxQueryFilterData(PxQueryFlag::eANY_HIT|PxQueryFlag::eSTATIC|PxQueryFlag::eDYNAMIC)))
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return;
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// if no hit, we can stand up
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resizeController(mStandingSize);
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mDoStandup = false;
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}
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void SampleNorthPole::resizeController(PxReal height)
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{
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PxSceneWriteLock scopedLock(*mScene);
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mController->resize(height);
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}
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PxCapsuleController* SampleNorthPole::createCharacter(const PxExtendedVec3& position)
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{
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PxCapsuleControllerDesc cDesc;
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cDesc.material = &getDefaultMaterial();
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cDesc.position = position;
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cDesc.height = mStandingSize;
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cDesc.radius = mControllerRadius;
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cDesc.slopeLimit = 0.0f;
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cDesc.contactOffset = 0.1f;
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cDesc.stepOffset = 0.02f;
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cDesc.reportCallback = this;
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cDesc.behaviorCallback = this;
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mControllerInitialPosition = cDesc.position;
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PxCapsuleController* ctrl = static_cast<PxCapsuleController*>(mControllerManager->createController(cDesc));
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// remove controller shape from scene query for standup overlap test
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PxRigidDynamic* actor = ctrl->getActor();
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if(actor)
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{
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if(actor->getNbShapes())
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{
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PxShape* ctrlShape;
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actor->getShapes(&ctrlShape,1);
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ctrlShape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE,false);
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}
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else
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fatalError("character actor has no shape");
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}
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else
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fatalError("character could not create actor");
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// uncomment the next line to render the character
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//createRenderObjectsFromActor(ctrl->getActor());
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return ctrl;
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}
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void SampleNorthPole::onShapeHit(const PxControllerShapeHit& hit)
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{
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PxRigidDynamic* actor = hit.shape->getActor()->is<PxRigidDynamic>();
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if(actor)
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{
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// We only allow horizontal pushes. Vertical pushes when we stand on dynamic objects creates
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// useless stress on the solver. It would be possible to enable/disable vertical pushes on
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// particular objects, if the gameplay requires it.
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if(hit.dir.y==0.0f)
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{
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PxReal coeff = actor->getMass() * hit.length;
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PxRigidBodyExt::addForceAtLocalPos(*actor,hit.dir*coeff, PxVec3(0,0,0), PxForceMode::eIMPULSE);
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}
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}
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}
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void SampleNorthPole::resetScene()
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{
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PxSceneWriteLock scopedLock(*mScene);
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mController->setPosition(mControllerInitialPosition);
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mNorthPoleCamera->setView(0,0);
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while(mPhysicsActors.size())
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{
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PxRigidActor* actor = mPhysicsActors.back();
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removeActor(actor);
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}
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createSnowMen();
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buildHeightField();
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for(unsigned int b = 0; b < NUM_BALLS; b++)
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{
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PxRigidDynamic* ball = mSnowBalls[b];
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if(ball)
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{
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removeActor(ball);
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ball->release();
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mSnowBalls[b] = 0;
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// render actor is released inside of removeActor()
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mSnowBallsRenderActors[b] = 0;
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}
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}
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}
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void SampleNorthPole::collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents)
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{
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PhysXSample::collectInputEvents(inputEvents);
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getApplication().getPlatform()->getSampleUserInput()->unregisterInputEvent(SPAWN_DEBUG_OBJECT);
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getApplication().getPlatform()->getSampleUserInput()->unregisterInputEvent(CAMERA_MOVE_BUTTON);
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//digital keyboard events
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DIGITAL_INPUT_EVENT_DEF(CROUCH, SCAN_CODE_DOWN, SCAN_CODE_DOWN, SCAN_CODE_DOWN );
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DIGITAL_INPUT_EVENT_DEF(RESET_SCENE, WKEY_R, OSXKEY_R, LINUXKEY_R );
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//digital gamepad events
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DIGITAL_INPUT_EVENT_DEF(CROUCH, GAMEPAD_WEST, GAMEPAD_WEST, LINUXKEY_UNKNOWN );
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DIGITAL_INPUT_EVENT_DEF(RESET_SCENE, GAMEPAD_NORTH, GAMEPAD_NORTH, LINUXKEY_UNKNOWN );
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DIGITAL_INPUT_EVENT_DEF(THROW_BALL, GAMEPAD_RIGHT_SHOULDER_BOT, GAMEPAD_RIGHT_SHOULDER_BOT, LINUXKEY_UNKNOWN );
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//digital mouse events
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if (!isPaused())
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{
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DIGITAL_INPUT_EVENT_DEF(THROW_BALL, MOUSE_BUTTON_LEFT, MOUSE_BUTTON_LEFT, MOUSE_BUTTON_LEFT );
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}
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}
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void SampleNorthPole::onDigitalInputEvent(const SampleFramework::InputEvent& ie, bool val)
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{
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switch (ie.m_Id)
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{
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case CROUCH:
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{
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if(val)
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{
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resizeController(mCrouchingSize);
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}
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else
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{
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mDoStandup = true;
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}
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}
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break;
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case RESET_SCENE:
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{
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if(val)
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{
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resetScene();
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}
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}
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break;
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case THROW_BALL:
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{
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if(val)
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{
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throwBall();
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}
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}
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break;
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}
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PhysXSample::onDigitalInputEvent(ie,val);
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}
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