// // 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. #include "PhysXSampleApplication.h" #include "SampleCameraController.h" #include "characterkinematic/PxController.h" #include "characterkinematic/PxControllerObstacles.h" class ControlledActor; class SampleCCTCameraController : public CameraController { public: SampleCCTCameraController(PhysXSample& base); void setControlled(ControlledActor** controlled, PxU32 controlledIndex, PxU32 nbCCTs); virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val); virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val); virtual void onPointerInputEvent(const SampleFramework::InputEvent&, physx::PxU32, physx::PxU32, physx::PxReal, physx::PxReal, bool val); virtual void collectInputEvents(std::vector& inputEvents); virtual void update(Camera& camera, PxReal dtime); virtual PxReal getCameraSpeed() { return mKeyShiftDown ? mRunningSpeed : mWalkingSpeed ; } void setCameraMaxSpeed(PxReal speed) { mCameraMaxSpeed = speed; } void setView(PxReal pitch, PxReal yaw); void startJump(); PX_FORCE_INLINE ControlledActor* getControlledActor() { return mCCTs[mControlledIndex]; } PX_FORCE_INLINE void setJumpForce(PxReal force) { mJumpForce = force; } PX_FORCE_INLINE void setGravity(PxReal g) { mGravity = g; } PX_FORCE_INLINE void enableCCT(bool bState) { mCCTEnabled = bState; } PX_FORCE_INLINE bool getCCTState() { return mCCTEnabled; } // The CCT's physics & rendering positions don't always match if the CCT // is updated with variable timesteps and the physics with fixed-timesteps. // true to link the camera to the CCT's physics position. // false to link the camera to the CCT's rendering position. PX_FORCE_INLINE void setCameraLinkToPhysics(bool b) { mLinkCameraToPhysics = b; } PX_FORCE_INLINE bool getCameraLinkToPhysics() const { return mLinkCameraToPhysics; } PX_FORCE_INLINE void setObstacleContext(PxObstacleContext* context) { mObstacleContext = context; } PX_FORCE_INLINE void setFilterData(const PxFilterData* filterData) { mFilterData = filterData; } PX_FORCE_INLINE void setFilterCallback(PxQueryFilterCallback* cb) { mFilterCallback = cb; } PX_FORCE_INLINE void setCCTFilterCallback(PxControllerFilterCallback* cb){ mCCTFilterCallback = cb; } private: SampleCCTCameraController& operator=(const SampleCCTCameraController&); PhysXSample& mBase; // PT: TODO: find a way to decouple us from PhysXSampleApplication. Only needed for "recenterCursor". Maybe the app could inherit from the cam... PxObstacleContext* mObstacleContext; // User-defined additional obstacles const PxFilterData* mFilterData; // User-defined filter data for 'move' function PxQueryFilterCallback* mFilterCallback; // User-defined filter data for 'move' function PxControllerFilterCallback* mCCTFilterCallback; // User-defined filter data for 'move' function PxU32 mControlledIndex; PxU32 mNbCCTs; ControlledActor** mCCTs; PxReal mTargetYaw, mTargetPitch; PxReal mPitchMin, mPitchMax; PxReal mGamepadPitchInc, mGamepadYawInc; PxReal mGamepadForwardInc, mGamepadLateralInc; PxReal mSensibility; bool mFwd,mBwd,mLeft,mRight,mKeyShiftDown; bool mCCTEnabled; PxReal mRunningSpeed; PxReal mWalkingSpeed; PxReal mGamepadWalkingSpeed; PxReal mCameraMaxSpeed; PxReal mJumpForce; PxReal mGravity; bool mLinkCameraToPhysics; };