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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. #include "SampleCustomGravity.h" #include "SampleCustomGravityCameraController.h" #include "SampleCCTJump.h" #include "PxRigidDynamic.h" #include "geometry/PxCapsuleGeometry.h" #include "PxShape.h" #include #include #include #include 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& inputEvents) { //digital keyboard events DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_FORWARD, SCAN_CODE_FORWARD, SCAN_CODE_FORWARD, SCAN_CODE_FORWARD ); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_BACKWARD, SCAN_CODE_BACKWARD, SCAN_CODE_BACKWARD, SCAN_CODE_BACKWARD ); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_LEFT, SCAN_CODE_LEFT, SCAN_CODE_LEFT, SCAN_CODE_LEFT ); DIGITAL_INPUT_EVENT_DEF(CAMERA_MOVE_RIGHT, SCAN_CODE_RIGHT, SCAN_CODE_RIGHT, SCAN_CODE_RIGHT ); DIGITAL_INPUT_EVENT_DEF(CAMERA_SHIFT_SPEED, SCAN_CODE_LEFT_SHIFT, OSXKEY_SHIFT, LINUXKEY_SHIFT ); DIGITAL_INPUT_EVENT_DEF(CAMERA_JUMP, SCAN_CODE_SPACE, OSXKEY_SPACE, LINUXKEY_SPACE ); //analog mouse events ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_LEFT_RIGHT, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_X, GAMEPAD_RIGHT_STICK_X, LINUXKEY_UNKNOWN ); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_ROTATE_UP_DOWN, GAMEPAD_ROTATE_SENSITIVITY, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_RIGHT_STICK_Y, LINUXKEY_UNKNOWN ); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_LEFT_RIGHT, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_X, LINUXKEY_UNKNOWN ); ANALOG_INPUT_EVENT_DEF(CAMERA_GAMEPAD_MOVE_FORWARD_BACK, GAMEPAD_DEFAULT_SENSITIVITY, GAMEPAD_LEFT_STICK_Y, GAMEPAD_LEFT_STICK_Y, LINUXKEY_UNKNOWN ); //digital gamepad events DIGITAL_INPUT_EVENT_DEF(CAMERA_JUMP, GAMEPAD_SOUTH, GAMEPAD_SOUTH, LINUXKEY_UNKNOWN ); } 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()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); } }