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  // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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  #include "SampleCharacterClothJump.h"
  
  using namespace physx;
  
  static PxF32 gJumpGravity = -25.0f;
  
  SampleCharacterClothJump::SampleCharacterClothJump() :
  	mV          (0.0f),
  	mTime	(0.0f),
  	mJump		(false),
  	mFreefall   (false)
  {
  }
  
  void SampleCharacterClothJump::startJump(PxF32 v0)
  {
  	if (mJump) return;
  	if (mFreefall) return;
  	mV = v0;
  	mJump = true;
  }
  
  void SampleCharacterClothJump::reset()
  {
  	// reset jump state at most every half a second
  	// otherwise we might miss jump events
  	if (mTime < 0.5f)
  		return;
  
  	mFreefall = false;
  	mJump = false;
  	mV = 0.0f;
  	mTime = 0.0f;
  }
  
  void SampleCharacterClothJump::tick(PxF32 dtime)
  {
  	mTime += dtime;
  	mV += gJumpGravity * dtime;
  	const PxReal vlimit = -25.0f;
  	if (mV < vlimit)
  	{
  		// limit velocity in freefall so that character does not fall at rocket speed.
  		mV = vlimit;
  		mFreefall = true;
  		mJump = false;
  	}
  }
  
  PxF32 SampleCharacterClothJump::getDisplacement(PxF32 dtime)
  {
  	return mV * dtime;
  }
  
  