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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 "SampleNorthPole.h" #include "SampleNorthPoleCameraController.h" #include "PxRigidDynamic.h" #include "geometry/PxCapsuleGeometry.h" #include "PxShape.h" #include "characterkinematic/PxCapsuleController.h" #include #include #include #include #include using namespace SampleRenderer; using namespace SampleFramework; SampleNorthPoleCameraController::SampleNorthPoleCameraController(PxCapsuleController& controlled, SampleNorthPole& base) : mCCT (controlled), mBase (base), mTargetYaw (0.0f-PxPi/2), mTargetPitch (0.0f), mPitchMin (-PxHalfPi*.99f), mPitchMax (PxHalfPi*.99f), 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 (10.0f), mWalkingSpeed (2.5f), mFilterMemory (0.0f) { mFilterMemory = float(computeCameraTarget().y); } void SampleNorthPoleCameraController::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 ); //analog gamepad 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 ); } void SampleNorthPoleCameraController::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_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 SampleNorthPoleCameraController::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 SampleNorthPoleCameraController::onPointerInputEvent(const SampleFramework::InputEvent &ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val) { if (ie.m_Id == CAMERA_MOUSE_LOOK) { mTargetYaw -= dx * mSensibility; mTargetPitch += dy * mSensibility; } } void SampleNorthPoleCameraController::setView(PxReal pitch, PxReal yaw) { mTargetPitch = pitch; mTargetYaw = yaw; } PxExtendedVec3 SampleNorthPoleCameraController::computeCameraTarget() { PxRigidActor* characterActor = mCCT.getActor(); PxShape* shape; characterActor->getShapes(&shape,1); PxCapsuleGeometry geom; shape->getCapsuleGeometry(geom); const PxExtendedVec3 headPos = PxExtendedVec3(0,geom.halfHeight+geom.radius,0); return mCCT.getPosition() + headPos; } static PX_INLINE float feedbackFilter(float val, float& memory, float sharpness) { if(sharpness<0.0f) sharpness = 0.0f; else if(sharpness>1.0f) sharpness = 1.0f; return memory = val * sharpness + memory * (1.0f - sharpness); } void SampleNorthPoleCameraController::update(Camera& camera, PxReal dtime) { PxSceneReadLock scopedLock(mBase.getActiveScene()); // Update CCT if(!mBase.isPaused()) { PxVec3 targetKeyDisplacement(0); PxVec3 targetPadDisplacement(0); PxVec3 forward = camera.getViewDir(); forward.y = 0; forward.normalize(); PxVec3 up = PxVec3(0,1,0); PxVec3 right = forward.cross(up); if(mFwd) targetKeyDisplacement += forward; if(mBwd) targetKeyDisplacement -= forward; if(mRight) targetKeyDisplacement += right; if(mLeft) targetKeyDisplacement -= right; targetKeyDisplacement *= mKeyShiftDown ? mRunningSpeed : mWalkingSpeed; targetKeyDisplacement += PxVec3(0,-9.81f,0); targetKeyDisplacement *= dtime; targetPadDisplacement += forward * mGamepadForwardInc * mRunningSpeed; targetPadDisplacement += right * mGamepadLateralInc * mRunningSpeed; targetPadDisplacement += PxVec3(0,-9.81f,0); targetPadDisplacement *= dtime; // PxU32 flags = mCCT.move(targetKeyDisplacement + targetPadDisplacement, 0.001f, dtime, PxControllerFilters(0)); PxU32 flags = mCCT.move(targetKeyDisplacement + targetPadDisplacement, 0.0f, dtime, PxControllerFilters(0)); PX_UNUSED(flags); } // Update camera { mTargetYaw += mGamepadYawInc * dtime; mTargetPitch += mGamepadPitchInc * dtime; // Clamp pitch if(mTargetPitchmPitchMax) mTargetPitch = mPitchMax; camera.setRot(PxVec3(-mTargetPitch,-mTargetYaw,0)); PxExtendedVec3 camTarget = computeCameraTarget(); const float filteredHeight = feedbackFilter((float)camTarget.y, mFilterMemory, dtime*6.0f); camTarget.y = filteredHeight; const PxF32 distanceToTarget = 0.0f; const PxVec3 target = toVec3(camTarget) - camera.getViewDir()*distanceToTarget; camera.setPos(target); } }