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