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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/PhysXCharacterKinematic/src/CctCharacterControllerCallbacks.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/PhysXCharacterKinematic/src/CctCharacterControllerCallbacks.cpp')
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 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 "CctInternalStructs.h"
+#include "PxScene.h"
+#include "PxSphereGeometry.h"
+#include "PxCapsuleGeometry.h"
+#include "PxBoxGeometry.h"
+#include "PxConvexMesh.h"
+#include "PxMeshQuery.h"
+#include "extensions/PxTriangleMeshExt.h"
+#include "PxTriangleMeshGeometry.h"
+#include "PxConvexMeshGeometry.h"
+#include "PxHeightFieldGeometry.h"
+#include "CmRenderOutput.h"
+#include "GuIntersectionTriangleBox.h"
+#include "PsMathUtils.h"
+#include "GuSIMDHelpers.h"
+
+static const bool gVisualizeTouchedTris = true;
+static const float gDebugVisOffset = 0.01f;
+
+using namespace physx;
+using namespace Cct;
+using namespace Gu;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+// PT: HINT: disable gUsePartialUpdates for easier visualization
+static void visualizeTouchedTriangles(PxU32 nbTrisToRender, PxU32 startIndex, const PxTriangle* triangles, Cm::RenderBuffer* renderBuffer, const PxVec3& offset, const PxVec3& upDirection)
+{
+ if(!renderBuffer)
+ return;
+
+ PxVec3 yy = -offset;
+ yy += upDirection * gDebugVisOffset; // PT: move slightly in the up direction
+
+ for(PxU32 i=0; i<nbTrisToRender; i++)
+ {
+ const PxTriangle& currentTriangle = triangles[i+startIndex];
+
+// Cm::RenderOutput(*renderBuffer)
+// << PxDebugColor::eARGB_GREEN << Cm::RenderOutput::TRIANGLES
+// << currentTriangle.verts[0]+yy << currentTriangle.verts[1]+yy << currentTriangle.verts[2]+yy;
+ Cm::RenderOutput(*renderBuffer)
+ << PxU32(PxDebugColor::eARGB_GREEN) << Cm::RenderOutput::LINES
+ << currentTriangle.verts[0]+yy << currentTriangle.verts[1]+yy
+ << currentTriangle.verts[1]+yy << currentTriangle.verts[2]+yy
+ << currentTriangle.verts[2]+yy << currentTriangle.verts[0]+yy;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+struct TessParams
+{
+ PxU32 nbNewTris;
+ PxU32 index;
+ TriArray* worldTriangles;
+ IntArray* triIndicesArray;
+ PxVec3 cullingBoxCenter; // PT: make sure we can read 4 bytes after this one
+ PxVec3 cullingBoxExtents; // PT: make sure we can read 4 bytes after this one
+ PxF32 maxEdgeLength2;
+ PxU16 nbTessellation;
+};
+
+static void tessellateTriangleRecursive(TessParams* tp, const PxVec3& v0, const PxVec3& v1, const PxVec3& v2)
+{
+ tp->nbTessellation++;
+
+ // PT: this one is safe, v0/v1/v2 can always be V4Loaded
+ if(!intersectTriangleBox_Unsafe(tp->cullingBoxCenter, tp->cullingBoxExtents, v0, v1, v2))
+ return;
+
+ PxU32 code;
+ {
+ const PxVec3 edge0 = v0 - v1;
+ const PxVec3 edge1 = v1 - v2;
+ const PxVec3 edge2 = v2 - v0;
+ const float maxEdgeLength2 = tp->maxEdgeLength2;
+ const bool split0 = edge0.magnitudeSquared()>maxEdgeLength2;
+ const bool split1 = edge1.magnitudeSquared()>maxEdgeLength2;
+ const bool split2 = edge2.magnitudeSquared()>maxEdgeLength2;
+ code = (PxU32(split2)<<2)|(PxU32(split1)<<1)|PxU32(split0);
+ }
+
+ // PT: using Vec3p to make sure we can safely V4LoadU these vertices
+ const Vec3p m0 = (v0 + v1)*0.5f;
+ const Vec3p m1 = (v1 + v2)*0.5f;
+ const Vec3p m2 = (v2 + v0)*0.5f;
+
+ switch(code)
+ {
+ case 0: // 000: no split
+ {
+ tp->worldTriangles->pushBack(PxTriangle(v0, v1, v2));
+ tp->triIndicesArray->pushBack(tp->index);
+ tp->nbNewTris++;
+ }
+ break;
+ case 1: // 001: split edge0
+ {
+ tessellateTriangleRecursive(tp, v0, m0, v2);
+ tessellateTriangleRecursive(tp, m0, v1, v2);
+ }
+ break;
+ case 2: // 010: split edge1
+ {
+ tessellateTriangleRecursive(tp, v0, v1, m1);
+ tessellateTriangleRecursive(tp, v0, m1, v2);
+ }
+ break;
+ case 3: // 011: split edge0/edge1
+ {
+ tessellateTriangleRecursive(tp, v0, m0, m1);
+ tessellateTriangleRecursive(tp, v0, m1, v2);
+ tessellateTriangleRecursive(tp, m0, v1, m1);
+ }
+ break;
+ case 4: // 100: split edge2
+ {
+ tessellateTriangleRecursive(tp, v0, v1, m2);
+ tessellateTriangleRecursive(tp, v1, v2, m2);
+ }
+ break;
+ case 5: // 101: split edge0/edge2
+ {
+ tessellateTriangleRecursive(tp, v0, m0, m2);
+ tessellateTriangleRecursive(tp, m0, v1, m2);
+ tessellateTriangleRecursive(tp, m2, v1, v2);
+ }
+ break;
+ case 6: // 110: split edge1/edge2
+ {
+ tessellateTriangleRecursive(tp, v0, v1, m1);
+ tessellateTriangleRecursive(tp, v0, m1, m2);
+ tessellateTriangleRecursive(tp, m2, m1, v2);
+ }
+ break;
+ case 7: // 111: split edge0/edge1/edge2
+ {
+ tessellateTriangleRecursive(tp, v0, m0, m2);
+ tessellateTriangleRecursive(tp, m0, v1, m1);
+ tessellateTriangleRecursive(tp, m2, m1, v2);
+ tessellateTriangleRecursive(tp, m0, m1, m2);
+ }
+ break;
+ };
+}
+
+static void tessellateTriangle(PxU32& nbNewTris, const TrianglePadded& tr, PxU32 index, TriArray& worldTriangles, IntArray& triIndicesArray, const PxBounds3& cullingBox, const CCTParams& params, PxU16& nbTessellation)
+{
+ TessParams tp;
+ tp.nbNewTris = 0;
+ tp.index = index;
+ tp.worldTriangles = &worldTriangles;
+ tp.triIndicesArray = &triIndicesArray;
+ tp.cullingBoxCenter = cullingBox.getCenter();
+ tp.cullingBoxExtents = cullingBox.getExtents();
+ tp.maxEdgeLength2 = params.mMaxEdgeLength2;
+ tp.nbTessellation = 0;
+ tessellateTriangleRecursive(&tp, tr.verts[0], tr.verts[1], tr.verts[2]);
+
+ nbNewTris += tp.nbNewTris;
+ nbTessellation += tp.nbTessellation;
+// nbTessellation += PxU16(tp.nbNewTris);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static void outputPlaneToStream(PxShape* planeShape, const PxRigidActor* actor, const PxTransform& globalPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
+ const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, Cm::RenderBuffer* renderBuffer)
+{
+ PX_ASSERT(planeShape->getGeometryType() == PxGeometryType::ePLANE);
+
+ const PxF32 length = (tmpBounds.maximum - tmpBounds.minimum).magnitude();
+ PxVec3 center = toVec3(origin);
+
+ const PxPlane plane = PxPlaneEquationFromTransform(globalPose);
+
+ PxVec3 right, up;
+ Ps::computeBasis(plane.n, right, up);
+ right *= length;
+ up *= length;
+
+ const PxVec3 p = plane.project(center);
+ const PxVec3 p0 = p - right + up;
+ const PxVec3 p1 = p - right - up;
+ const PxVec3 p2 = p + right - up;
+ const PxVec3 p3 = p + right + up;
+
+ const PxU32 nbTouchedTris = 2;
+
+ const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
+
+ TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserve(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
+ touchedMesh->mType = TouchedGeomType::eMESH;
+ touchedMesh->mTGUserData = planeShape;
+ touchedMesh->mActor = actor;
+ touchedMesh->mOffset = origin;
+ touchedMesh->mNbTris = nbTouchedTris;
+ touchedMesh->mIndexWorldTriangles = worldTriangles.size();
+
+ // Reserve memory for incoming triangles
+ PxTriangle* TouchedTriangles = worldTriangles.reserve(nbTouchedTris);
+
+ triIndicesArray.pushBack(0);
+ triIndicesArray.pushBack(1);
+
+ TouchedTriangles[0].verts[0] = p0 + offset;
+ TouchedTriangles[0].verts[1] = p1 + offset;
+ TouchedTriangles[0].verts[2] = p2 + offset;
+
+ TouchedTriangles[1].verts[0] = p0 + offset;
+ TouchedTriangles[1].verts[1] = p2 + offset;
+ TouchedTriangles[1].verts[2] = p3 + offset;
+
+ if(gVisualizeTouchedTris)
+ visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, &worldTriangles.getTriangle(0), renderBuffer, offset, params.mUpDirection);
+}
+
+static void outputSphereToStream(PxShape* sphereShape, const PxRigidActor* actor, const PxTransform& globalPose, IntArray& geomStream, const PxExtendedVec3& origin)
+{
+ PX_ASSERT(sphereShape->getGeometryType() == PxGeometryType::eSPHERE);
+ PxExtendedSphere WorldSphere;
+ {
+ PxSphereGeometry sg;
+ sphereShape->getSphereGeometry(sg);
+
+ WorldSphere.radius = sg.radius;
+ WorldSphere.center.x = PxExtended(globalPose.p.x);
+ WorldSphere.center.y = PxExtended(globalPose.p.y);
+ WorldSphere.center.z = PxExtended(globalPose.p.z);
+ }
+
+ TouchedSphere* PX_RESTRICT touchedSphere = reinterpret_cast<TouchedSphere*>(reserve(geomStream, sizeof(TouchedSphere)/sizeof(PxU32)));
+ touchedSphere->mType = TouchedGeomType::eSPHERE;
+ touchedSphere->mTGUserData = sphereShape;
+ touchedSphere->mActor = actor;
+ touchedSphere->mOffset = origin;
+ touchedSphere->mRadius = WorldSphere.radius;
+ touchedSphere->mCenter.x = float(WorldSphere.center.x - origin.x);
+ touchedSphere->mCenter.y = float(WorldSphere.center.y - origin.y);
+ touchedSphere->mCenter.z = float(WorldSphere.center.z - origin.z);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static void outputCapsuleToStream(PxShape* capsuleShape, const PxRigidActor* actor, const PxTransform& globalPose, IntArray& geomStream, const PxExtendedVec3& origin)
+{
+ PX_ASSERT(capsuleShape->getGeometryType() == PxGeometryType::eCAPSULE);
+ PxExtendedCapsule WorldCapsule;
+ {
+ PxCapsuleGeometry cg;
+ capsuleShape->getCapsuleGeometry(cg);
+
+ PxVec3 p0 = cg.halfHeight * globalPose.q.getBasisVector0();
+ PxVec3 p1 = -p0;
+ p0 += globalPose.p;
+ p1 += globalPose.p;
+
+ WorldCapsule.radius = cg.radius;
+ WorldCapsule.p0.x = PxExtended(p0.x);
+ WorldCapsule.p0.y = PxExtended(p0.y);
+ WorldCapsule.p0.z = PxExtended(p0.z);
+ WorldCapsule.p1.x = PxExtended(p1.x);
+ WorldCapsule.p1.y = PxExtended(p1.y);
+ WorldCapsule.p1.z = PxExtended(p1.z);
+ }
+
+ TouchedCapsule* PX_RESTRICT touchedCapsule = reinterpret_cast<TouchedCapsule*>(reserve(geomStream, sizeof(TouchedCapsule)/sizeof(PxU32)));
+ touchedCapsule->mType = TouchedGeomType::eCAPSULE;
+ touchedCapsule->mTGUserData = capsuleShape;
+ touchedCapsule->mActor = actor;
+ touchedCapsule->mOffset = origin;
+ touchedCapsule->mRadius = WorldCapsule.radius;
+ touchedCapsule->mP0.x = float(WorldCapsule.p0.x - origin.x);
+ touchedCapsule->mP0.y = float(WorldCapsule.p0.y - origin.y);
+ touchedCapsule->mP0.z = float(WorldCapsule.p0.z - origin.z);
+ touchedCapsule->mP1.x = float(WorldCapsule.p1.x - origin.x);
+ touchedCapsule->mP1.y = float(WorldCapsule.p1.y - origin.y);
+ touchedCapsule->mP1.z = float(WorldCapsule.p1.z - origin.z);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static void outputBoxToStream( PxShape* boxShape, const PxRigidActor* actor, const PxTransform& globalPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
+ const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, PxU16& nbTessellation)
+{
+ PX_ASSERT(boxShape->getGeometryType() == PxGeometryType::eBOX);
+ PxBoxGeometry bg;
+ boxShape->getBoxGeometry(bg);
+
+ //8 verts in local space.
+ const PxF32 dx = bg.halfExtents.x;
+ const PxF32 dy = bg.halfExtents.y;
+ const PxF32 dz = bg.halfExtents.z;
+ PxVec3 boxVerts[8]=
+ {
+ PxVec3(-dx,-dy,-dz),
+ PxVec3(+dx,-dy,-dz),
+ PxVec3(+dx,+dy,-dz),
+ PxVec3(-dx,+dy,-dz),
+ PxVec3(-dx,-dy,+dz),
+ PxVec3(+dx,-dy,+dz),
+ PxVec3(+dx,+dy,+dz),
+ PxVec3(-dx,+dy,+dz)
+ };
+ //Transform verts into world space.
+ const PxVec3 pxOrigin = toVec3(origin);
+ for(PxU32 i = 0; i < 8; i++)
+ {
+ boxVerts[i] = globalPose.transform(boxVerts[i]) - pxOrigin;
+ }
+
+ //Index of triangles.
+ const PxU32 boxTris[12][3]=
+ {
+ {0,2,1},
+ {2,0,3}, //0,1,2,3
+
+ {3,6,2},
+ {6,3,7}, //3,2,6,7
+
+ {7,5,6},
+ {5,7,4}, //7,6,5,4
+
+ {4,1,5},
+ {1,4,0}, //4,5,1,0
+
+ {0,7,3},
+ {7,0,4}, //0,3,7,4
+
+ {2,5,1},
+ {5,2,6} //2,1,5,6
+ };
+
+ TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserve(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
+ touchedMesh->mType = TouchedGeomType::eMESH;
+ touchedMesh->mTGUserData = boxShape;
+ touchedMesh->mActor = actor;
+ touchedMesh->mOffset = origin;
+ touchedMesh->mIndexWorldTriangles = worldTriangles.size();
+
+ if(params.mTessellation)
+ {
+ const PxBoxGeometry boxGeom(tmpBounds.getExtents());
+ const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
+ const PxBounds3 cullingBox = PxBounds3::centerExtents(tmpBounds.getCenter() + offset, boxGeom.halfExtents);
+
+ PxU32 nbCreatedTris = 0;
+ for(PxU32 i=0; i<12; i++)
+ {
+ // Compute triangle in world space, add to array
+ TrianglePadded currentTriangle;
+ currentTriangle.verts[0] = boxVerts[boxTris[i][0]];
+ currentTriangle.verts[1] = boxVerts[boxTris[i][1]];
+ currentTriangle.verts[2] = boxVerts[boxTris[i][2]];
+
+ PxU32 nbNewTris = 0;
+ tessellateTriangle(nbNewTris, currentTriangle, PX_INVALID_U32, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
+ nbCreatedTris += nbNewTris;
+ }
+ touchedMesh->mNbTris = nbCreatedTris;
+ }
+ else
+ {
+ touchedMesh->mNbTris = 12;
+
+ // Reserve memory for incoming triangles
+ PxTriangle* TouchedTriangles = worldTriangles.reserve(12);
+
+ for(PxU32 i=0; i<12; i++)
+ {
+ PxTriangle& currentTriangle = TouchedTriangles[i];
+ currentTriangle.verts[0] = boxVerts[boxTris[i][0]];
+ currentTriangle.verts[1] = boxVerts[boxTris[i][1]];
+ currentTriangle.verts[2] = boxVerts[boxTris[i][2]];
+
+ triIndicesArray.pushBack(PX_INVALID_U32);
+ }
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static PxU32 createInvisibleWalls(const CCTParams& params, const PxTriangle& currentTriangle, TriArray& worldTriangles, IntArray& triIndicesArray)
+{
+ const PxF32 wallHeight = params.mInvisibleWallHeight;
+ if(wallHeight==0.0f)
+ return 0;
+
+ PxU32 nbNewTris = 0; // Number of newly created tris
+
+ const PxVec3& upDirection = params.mUpDirection;
+
+ PxVec3 normal;
+ currentTriangle.normal(normal);
+ if(testSlope(normal, upDirection, params.mSlopeLimit))
+ {
+ const PxVec3 upWall = upDirection*wallHeight;
+ PxVec3 v0p = currentTriangle.verts[0] + upWall;
+ PxVec3 v1p = currentTriangle.verts[1] + upWall;
+ PxVec3 v2p = currentTriangle.verts[2] + upWall;
+
+ // Extrude edge 0-1
+ PxVec3 faceNormal01;
+ {
+ // 0-1-0p
+ const PxTriangle tri0_1_0p(currentTriangle.verts[0], currentTriangle.verts[1], v0p);
+ worldTriangles.pushBack(tri0_1_0p);
+
+ // 0p-1-1p
+ const PxTriangle tri0p_1_1p(v0p, currentTriangle.verts[1], v1p);
+ worldTriangles.pushBack(tri0p_1_1p);
+
+ tri0p_1_1p.normal(faceNormal01);
+ }
+
+ // Extrude edge 1-2
+ PxVec3 faceNormal12;
+ {
+ // 1p-1-2p
+ const PxTriangle tri1p_1_2p(v1p, currentTriangle.verts[1], v2p);
+ worldTriangles.pushBack(tri1p_1_2p);
+
+ // 2p-1-2
+ const PxTriangle tri2p_1_2(v2p, currentTriangle.verts[1], currentTriangle.verts[2]);
+ worldTriangles.pushBack(tri2p_1_2);
+
+ tri2p_1_2.normal(faceNormal12);
+ }
+
+ // Extrude edge 2-0
+ PxVec3 faceNormal20;
+ {
+ // 0p-2-0
+ const PxTriangle tri0p_2_0(v0p, currentTriangle.verts[2], currentTriangle.verts[0]);
+ worldTriangles.pushBack(tri0p_2_0);
+
+ // 0p-2p-2
+ const PxTriangle tri0p_2p_2(v0p, v2p, currentTriangle.verts[2]);
+ worldTriangles.pushBack(tri0p_2p_2);
+
+ tri0p_2p_2.normal(faceNormal20);
+ }
+
+ const PxU32 triIndex = PX_INVALID_U32;
+ for(PxU32 i=0;i<6;i++)
+ triIndicesArray.pushBack(triIndex);
+
+ nbNewTris += 6;
+ }
+ return nbNewTris;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static void outputMeshToStream( PxShape* meshShape, const PxRigidActor* actor, const PxTransform& meshPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
+ const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, Cm::RenderBuffer* renderBuffer, PxU16& nbTessellation)
+{
+ PX_ASSERT(meshShape->getGeometryType() == PxGeometryType::eTRIANGLEMESH);
+ // Do AABB-mesh query
+
+ PxTriangleMeshGeometry triGeom;
+ meshShape->getTriangleMeshGeometry(triGeom);
+
+ const PxBoxGeometry boxGeom(tmpBounds.getExtents());
+ const PxTransform boxPose(tmpBounds.getCenter(), PxQuat(PxIdentity));
+
+ // Collide AABB against current mesh
+ PxMeshOverlapUtil overlapUtil;
+ const PxU32 nbTouchedTris = overlapUtil.findOverlap(boxGeom, boxPose, triGeom, meshPose);
+
+ const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
+
+ TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserve(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
+ touchedMesh->mType = TouchedGeomType::eMESH;
+ touchedMesh->mTGUserData = meshShape;
+ touchedMesh->mActor = actor;
+ touchedMesh->mOffset = origin;
+ touchedMesh->mNbTris = nbTouchedTris;
+ touchedMesh->mIndexWorldTriangles = worldTriangles.size();
+
+ const PxU32* PX_RESTRICT indices = overlapUtil.getResults();
+
+ if(params.mSlopeLimit!=0.0f)
+ {
+ if(!params.mTessellation)
+ {
+ // Loop through touched triangles
+ PxU32 nbCreatedTris = 0;
+ for(PxU32 i=0; i < nbTouchedTris; i++)
+ {
+ const PxU32 triangleIndex = indices[i];
+
+ // Compute triangle in world space, add to array
+ TrianglePadded currentTriangle;
+ PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
+ currentTriangle.verts[0] += offset;
+ currentTriangle.verts[1] += offset;
+ currentTriangle.verts[2] += offset;
+
+ const PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
+ nbCreatedTris += nbNewTris;
+ if(!nbNewTris)
+ {
+ worldTriangles.pushBack(currentTriangle);
+
+ triIndicesArray.pushBack(triangleIndex);
+ nbCreatedTris++;
+ }
+ }
+ touchedMesh->mNbTris = nbCreatedTris;
+ }
+ else
+ {
+ const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);
+
+ // Loop through touched triangles
+ PxU32 nbCreatedTris = 0;
+ for(PxU32 i=0; i < nbTouchedTris; i++)
+ {
+ const PxU32 triangleIndex = indices[i];
+
+ // Compute triangle in world space, add to array
+ TrianglePadded currentTriangle;
+ PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
+ currentTriangle.verts[0] += offset;
+ currentTriangle.verts[1] += offset;
+ currentTriangle.verts[2] += offset;
+
+ PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
+ nbCreatedTris += nbNewTris;
+ if(!nbNewTris)
+ {
+/* worldTriangles.pushBack(currentTriangle);
+ triIndicesArray.pushBack(triangleIndex);
+ nbCreatedTris++;*/
+
+ tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
+ nbCreatedTris += nbNewTris;
+// printf("Tesselate: %d new tris\n", nbNewTris);
+ }
+ }
+ touchedMesh->mNbTris = nbCreatedTris;
+ }
+ }
+ else
+ {
+ if(!params.mTessellation)
+ {
+ // Reserve memory for incoming triangles
+ PxTriangle* TouchedTriangles = worldTriangles.reserve(nbTouchedTris);
+
+ // Loop through touched triangles
+ for(PxU32 i=0; i < nbTouchedTris; i++)
+ {
+ const PxU32 triangleIndex = indices[i];
+
+ // Compute triangle in world space, add to array
+ PxTriangle& currentTriangle = *TouchedTriangles++;
+ PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
+ currentTriangle.verts[0] += offset;
+ currentTriangle.verts[1] += offset;
+ currentTriangle.verts[2] += offset;
+
+ triIndicesArray.pushBack(triangleIndex);
+ }
+ }
+ else
+ {
+ const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);
+
+ PxU32 nbCreatedTris = 0;
+ for(PxU32 i=0; i < nbTouchedTris; i++)
+ {
+ const PxU32 triangleIndex = indices[i];
+
+ // Compute triangle in world space, add to array
+ TrianglePadded currentTriangle;
+ PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
+
+ currentTriangle.verts[0] += offset;
+ currentTriangle.verts[1] += offset;
+ currentTriangle.verts[2] += offset;
+
+ PxU32 nbNewTris = 0;
+ tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
+// printf("Tesselate: %d new tris\n", nbNewTris);
+ nbCreatedTris += nbNewTris;
+ }
+ touchedMesh->mNbTris = nbCreatedTris;
+ }
+ }
+
+ if(gVisualizeTouchedTris)
+ visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, &worldTriangles.getTriangle(0), renderBuffer, offset, params.mUpDirection);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static void outputHeightFieldToStream( PxShape* hfShape, const PxRigidActor* actor, const PxTransform& heightfieldPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
+ const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, Cm::RenderBuffer* renderBuffer, PxU16& nbTessellation)
+{
+ PX_ASSERT(hfShape->getGeometryType() == PxGeometryType::eHEIGHTFIELD);
+ // Do AABB-mesh query
+
+ PxHeightFieldGeometry hfGeom;
+ hfShape->getHeightFieldGeometry(hfGeom);
+
+ const PxBoxGeometry boxGeom(tmpBounds.getExtents());
+ const PxTransform boxPose(tmpBounds.getCenter(), PxQuat(PxIdentity));
+
+ // Collide AABB against current heightfield
+ PxMeshOverlapUtil overlapUtil;
+ const PxU32 nbTouchedTris = overlapUtil.findOverlap(boxGeom, boxPose, hfGeom, heightfieldPose);
+
+ const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
+
+ TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserve(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
+ touchedMesh->mType = TouchedGeomType::eMESH; // ptchernev: seems to work
+ touchedMesh->mTGUserData = hfShape;
+ touchedMesh->mActor = actor;
+ touchedMesh->mOffset = origin;
+ touchedMesh->mNbTris = nbTouchedTris;
+ touchedMesh->mIndexWorldTriangles = worldTriangles.size();
+
+ const PxU32* PX_RESTRICT indices = overlapUtil.getResults();
+
+ if(params.mSlopeLimit!=0.0f)
+ {
+ if(!params.mTessellation)
+ {
+ // Loop through touched triangles
+ PxU32 nbCreatedTris = 0;
+ for(PxU32 i=0; i < nbTouchedTris; i++)
+ {
+ const PxU32 triangleIndex = indices[i];
+
+ // Compute triangle in world space, add to array
+ TrianglePadded currentTriangle;
+ PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
+ currentTriangle.verts[0] += offset;
+ currentTriangle.verts[1] += offset;
+ currentTriangle.verts[2] += offset;
+
+ const PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
+ nbCreatedTris += nbNewTris;
+ if(!nbNewTris)
+ {
+ worldTriangles.pushBack(currentTriangle);
+
+ triIndicesArray.pushBack(triangleIndex);
+ nbCreatedTris++;
+ }
+ }
+ touchedMesh->mNbTris = nbCreatedTris;
+ }
+ else
+ {
+ const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);
+
+ // Loop through touched triangles
+ PxU32 nbCreatedTris = 0;
+ for(PxU32 i=0; i < nbTouchedTris; i++)
+ {
+ const PxU32 triangleIndex = indices[i];
+
+ // Compute triangle in world space, add to array
+ TrianglePadded currentTriangle;
+ PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
+ currentTriangle.verts[0] += offset;
+ currentTriangle.verts[1] += offset;
+ currentTriangle.verts[2] += offset;
+
+ PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
+ nbCreatedTris += nbNewTris;
+ if(!nbNewTris)
+ {
+ tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
+ nbCreatedTris += nbNewTris;
+// printf("Tesselate: %d new tris\n", nbNewTris);
+ }
+ }
+ touchedMesh->mNbTris = nbCreatedTris;
+ }
+ }
+ else
+ {
+ if(!params.mTessellation)
+ {
+ // Reserve memory for incoming triangles
+ PxTriangle* TouchedTriangles = worldTriangles.reserve(nbTouchedTris);
+
+ // Loop through touched triangles
+ for(PxU32 i=0; i < nbTouchedTris; i++)
+ {
+ const PxU32 triangleIndex = indices[i];
+
+ // Compute triangle in world space, add to array
+ PxTriangle& currentTriangle = *TouchedTriangles++;
+ PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
+ currentTriangle.verts[0] += offset;
+ currentTriangle.verts[1] += offset;
+ currentTriangle.verts[2] += offset;
+
+ triIndicesArray.pushBack(triangleIndex);
+ }
+ }
+ else
+ {
+ const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);
+
+ PxU32 nbCreatedTris = 0;
+ for(PxU32 i=0; i < nbTouchedTris; i++)
+ {
+ const PxU32 triangleIndex = indices[i];
+
+ // Compute triangle in world space, add to array
+ TrianglePadded currentTriangle;
+ PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
+
+ currentTriangle.verts[0] += offset;
+ currentTriangle.verts[1] += offset;
+ currentTriangle.verts[2] += offset;
+
+ PxU32 nbNewTris = 0;
+ tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
+// printf("Tesselate: %d new tris\n", nbNewTris);
+ nbCreatedTris += nbNewTris;
+ }
+ touchedMesh->mNbTris = nbCreatedTris;
+ }
+ }
+
+ if(gVisualizeTouchedTris)
+ visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, &worldTriangles.getTriangle(0), renderBuffer, offset, params.mUpDirection);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static void outputConvexToStream(PxShape* convexShape, const PxRigidActor* actor, const PxTransform& absPose_, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
+ const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, Cm::RenderBuffer* renderBuffer, PxU16& nbTessellation)
+{
+ PX_ASSERT(convexShape->getGeometryType() == PxGeometryType::eCONVEXMESH);
+ PxConvexMeshGeometry cg;
+ convexShape->getConvexMeshGeometry(cg);
+ PX_ASSERT(cg.convexMesh);
+
+ // Do AABB-mesh query
+
+ PxU32* TF;
+
+ // Collide AABB against current mesh
+ // The overlap function doesn't exist for convexes so let's just dump all tris
+ PxConvexMesh& cm = *cg.convexMesh;
+
+ // PT: convex triangles are not exposed anymore so we need to access convex polygons & triangulate them
+
+ // PT: TODO: this is copied from "DrawObjects", move this to a shared place. Actually a helper directly in PxConvexMesh would be useful.
+ PxU32 Nb = 0;
+ {
+ const PxU32 nbPolys = cm.getNbPolygons();
+ const PxU8* polygons = cm.getIndexBuffer();
+
+ for(PxU32 i=0;i<nbPolys;i++)
+ {
+ PxHullPolygon data;
+ cm.getPolygonData(i, data);
+ Nb += data.mNbVerts - 2;
+ }
+
+ // PT: revisit this code. We don't use the polygon offset?
+ TF = reinterpret_cast<PxU32*>(PxAlloca(sizeof(PxU32)*Nb*3));
+ PxU32* t = TF;
+ for(PxU32 i=0;i<nbPolys;i++)
+ {
+ PxHullPolygon data;
+ cm.getPolygonData(i, data);
+
+ const PxU32 nbV = data.mNbVerts;
+
+ const PxU32 nbTris = nbV - 2;
+ const PxU8 vref0 = *polygons;
+ for(PxU32 j=0;j<nbTris;j++)
+ {
+ const PxU32 vref1 = polygons[(j+1)%nbV];
+ const PxU32 vref2 = polygons[(j+2)%nbV];
+ *t++ = vref0;
+ *t++ = vref1;
+ *t++ = vref2;
+ }
+ polygons += nbV;
+ }
+ }
+
+ // PT: you can't use PxTransform with a non-uniform scaling
+ const PxMat33 rot = PxMat33(absPose_.q) * cg.scale.toMat33();
+ const PxMat44 absPose(rot, absPose_.p);
+
+ const PxVec3 absPosTmp = absPose.getPosition();
+ const PxExtendedVec3 absPos(PxExtended(absPosTmp.x), PxExtended(absPosTmp.y), PxExtended(absPosTmp.z));
+
+ const PxVec3 MeshOffset(absPos - origin); // LOSS OF ACCURACY
+
+ const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
+
+ TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserve(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
+ touchedMesh->mType = TouchedGeomType::eMESH;
+ touchedMesh->mTGUserData = convexShape;
+ touchedMesh->mActor = actor;
+ touchedMesh->mOffset = origin;
+ touchedMesh->mIndexWorldTriangles = worldTriangles.size();
+
+ const PxVec3* verts = cm.getVertices();
+ // Loop through touched triangles
+ if(params.mTessellation)
+ {
+ const PxBoxGeometry boxGeom(tmpBounds.getExtents());
+ const PxBounds3 cullingBox = PxBounds3::centerExtents(tmpBounds.getCenter() + offset, boxGeom.halfExtents);
+
+ PxU32 nbCreatedTris = 0;
+ while(Nb--)
+ {
+ // Compute triangle in world space, add to array
+ TrianglePadded currentTriangle;
+
+ const PxU32 vref0 = *TF++;
+ const PxU32 vref1 = *TF++;
+ const PxU32 vref2 = *TF++;
+
+ currentTriangle.verts[0] = MeshOffset + absPose.rotate(verts[vref0]);
+ currentTriangle.verts[1] = MeshOffset + absPose.rotate(verts[vref1]);
+ currentTriangle.verts[2] = MeshOffset + absPose.rotate(verts[vref2]);
+
+ PxU32 nbNewTris = 0;
+ tessellateTriangle(nbNewTris, currentTriangle, PX_INVALID_U32, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
+ nbCreatedTris += nbNewTris;
+ }
+ touchedMesh->mNbTris = nbCreatedTris;
+ }
+ else
+ {
+ // Reserve memory for incoming triangles
+ PxTriangle* TouchedTriangles = worldTriangles.reserve(Nb);
+
+ touchedMesh->mNbTris = Nb;
+ while(Nb--)
+ {
+ // Compute triangle in world space, add to array
+ PxTriangle& currentTriangle = *TouchedTriangles++;
+
+ const PxU32 vref0 = *TF++;
+ const PxU32 vref1 = *TF++;
+ const PxU32 vref2 = *TF++;
+
+ currentTriangle.verts[0] = MeshOffset + absPose.rotate(verts[vref0]);
+ currentTriangle.verts[1] = MeshOffset + absPose.rotate(verts[vref1]);
+ currentTriangle.verts[2] = MeshOffset + absPose.rotate(verts[vref2]);
+
+ triIndicesArray.pushBack(PX_INVALID_U32);
+ }
+ }
+ if(gVisualizeTouchedTris)
+ visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, &worldTriangles.getTriangle(0), renderBuffer, offset, params.mUpDirection);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+PxU32 Cct::getSceneTimestamp(const InternalCBData_FindTouchedGeom* userData)
+{
+ PX_ASSERT(userData);
+ const PxInternalCBData_FindTouchedGeom* internalData = static_cast<const PxInternalCBData_FindTouchedGeom*>(userData);
+ PxScene* scene = internalData->scene;
+ return scene->getSceneQueryStaticTimestamp();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void Cct::findTouchedGeometry(
+ const InternalCBData_FindTouchedGeom* userData,
+ const PxExtendedBounds3& worldBounds, // ### we should also accept other volumes
+
+ TriArray& worldTriangles,
+ IntArray& triIndicesArray,
+ IntArray& geomStream,
+
+ const CCTFilter& filter,
+ const CCTParams& params,
+ PxU16& nbTessellation)
+{
+ PX_ASSERT(userData);
+
+ const PxInternalCBData_FindTouchedGeom* internalData = static_cast<const PxInternalCBData_FindTouchedGeom*>(userData);
+ PxScene* scene = internalData->scene;
+ Cm::RenderBuffer* renderBuffer = internalData->renderBuffer;
+
+ PxExtendedVec3 Origin; // Will be TouchedGeom::mOffset
+ getCenter(worldBounds, Origin);
+
+ // Find touched *boxes* i.e. touched objects' AABBs in the world
+ // We collide against dynamic shapes too, to get back dynamic boxes/etc
+ // TODO: add active groups in interface!
+ PxQueryFlags sqFilterFlags;
+ if(filter.mStaticShapes) sqFilterFlags |= PxQueryFlag::eSTATIC;
+ if(filter.mDynamicShapes) sqFilterFlags |= PxQueryFlag::eDYNAMIC;
+ if(filter.mFilterCallback)
+ {
+ if(filter.mPreFilter)
+ sqFilterFlags |= PxQueryFlag::ePREFILTER;
+ if(filter.mPostFilter)
+ sqFilterFlags |= PxQueryFlag::ePOSTFILTER;
+ }
+
+ // ### this one is dangerous
+ const PxBounds3 tmpBounds(toVec3(worldBounds.minimum), toVec3(worldBounds.maximum)); // LOSS OF ACCURACY
+
+ // PT: unfortunate conversion forced by the PxGeometry API
+ PxVec3 center = tmpBounds.getCenter(), extents = tmpBounds.getExtents();
+
+ const PxU32 size = 100;
+ PxOverlapHit hits[size];
+
+ PxQueryFilterData sceneQueryFilterData = filter.mFilterData ? PxQueryFilterData(*filter.mFilterData, sqFilterFlags) : PxQueryFilterData(sqFilterFlags);
+
+ PxOverlapBuffer hitBuffer(hits, size);
+ sceneQueryFilterData.flags |= PxQueryFlag::eNO_BLOCK; // fix for DE8255
+ scene->overlap(PxBoxGeometry(extents), PxTransform(center), hitBuffer, sceneQueryFilterData, filter.mFilterCallback);
+ PxU32 numberHits = hitBuffer.getNbAnyHits();
+ for(PxU32 i = 0; i < numberHits; i++)
+ {
+ const PxOverlapHit& hit = hitBuffer.getAnyHit(i);
+ PxShape* shape = hit.shape;
+ PxRigidActor* actor = hit.actor;
+ if(!shape || !actor)
+ continue;
+
+ // Filtering
+
+ // Discard all CCT shapes, i.e. kinematic actors we created ourselves. We don't need to collide with them since they're surrounded
+ // by the real CCT volume - and collisions with those are handled elsewhere.
+ if(internalData->cctShapeHashSet->contains(shape))
+ continue;
+
+ // Ubi (EA) : Discarding Triggers :
+ if(shape->getFlags() & PxShapeFlag::eTRIGGER_SHAPE)
+ continue;
+
+ // PT: here you might want to disable kinematic objects.
+
+ // Output shape to stream
+ const PxTransform globalPose = getShapeGlobalPose(*shape, *actor);
+
+ const PxGeometryType::Enum type = shape->getGeometryType(); // ### VIRTUAL!
+ if(type==PxGeometryType::eSPHERE) outputSphereToStream (shape, actor, globalPose, geomStream, Origin);
+ else if(type==PxGeometryType::eCAPSULE) outputCapsuleToStream (shape, actor, globalPose, geomStream, Origin);
+ else if(type==PxGeometryType::eBOX) outputBoxToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, nbTessellation);
+ else if(type==PxGeometryType::eTRIANGLEMESH) outputMeshToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, renderBuffer, nbTessellation);
+ else if(type==PxGeometryType::eHEIGHTFIELD) outputHeightFieldToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, renderBuffer, nbTessellation);
+ else if(type==PxGeometryType::eCONVEXMESH) outputConvexToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, renderBuffer, nbTessellation);
+ else if(type==PxGeometryType::ePLANE) outputPlaneToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, renderBuffer);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#include "CctCharacterControllerManager.h"
+#include "CctObstacleContext.h"
+#include "PxControllerBehavior.h"
+
+// #### hmmm, in the down case, isn't reported length too big ? It contains our artificial up component,
+// that might confuse the user
+
+static void fillCCTHit(PxControllerHit& hit, const SweptContact& contact, const PxVec3& dir, float length, Controller* controller)
+{
+ hit.controller = controller->getPxController();
+ hit.worldPos = contact.mWorldPos;
+ hit.worldNormal = contact.mWorldNormal;
+ hit.dir = dir;
+ hit.length = length;
+}
+
+static const PxU32 defaultBehaviorFlags = 0;
+
+PxU32 Cct::shapeHitCallback(const InternalCBData_OnHit* userData, const SweptContact& contact, const PxVec3& dir, float length)
+{
+ Controller* controller = static_cast<const PxInternalCBData_OnHit*>(userData)->controller;
+
+ PxControllerShapeHit hit;
+ fillCCTHit(hit, contact, dir, length, controller);
+
+ hit.shape = const_cast<PxShape*>(reinterpret_cast<const PxShape*>(contact.mGeom->mTGUserData));
+ hit.actor = const_cast<PxRigidActor*>(contact.mGeom->mActor);
+ hit.triangleIndex = contact.mTriangleIndex;
+
+ if(controller->mReportCallback)
+ controller->mReportCallback->onShapeHit(hit);
+
+ PxControllerBehaviorCallback* behaviorCB = controller->mBehaviorCallback;
+ return behaviorCB ? behaviorCB->getBehaviorFlags(*hit.shape, *hit.actor) : defaultBehaviorFlags;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+static PX_FORCE_INLINE PxU32 handleObstacleHit(const PxObstacle& touchedObstacle, const ObstacleHandle& obstacleHandle, PxControllerObstacleHit& hit, const PxInternalCBData_OnHit* internalData, Controller* controller)
+{
+ hit.userData = touchedObstacle.mUserData;
+ const_cast<PxInternalCBData_OnHit*>(internalData)->touchedObstacle = &touchedObstacle; // (*) PT: TODO: revisit
+ const_cast<PxInternalCBData_OnHit*>(internalData)->touchedObstacleHandle = obstacleHandle;
+
+ if(controller->mReportCallback)
+ controller->mReportCallback->onObstacleHit(hit);
+
+ PxControllerBehaviorCallback* behaviorCB = controller->mBehaviorCallback;
+ return behaviorCB ? behaviorCB->getBehaviorFlags(touchedObstacle) : defaultBehaviorFlags;
+}
+
+PxU32 Cct::userHitCallback(const InternalCBData_OnHit* userData, const SweptContact& contact, const PxVec3& dir, float length)
+{
+ const PxInternalCBData_OnHit* internalData = static_cast<const PxInternalCBData_OnHit*>(userData);
+ Controller* controller = internalData->controller;
+
+ const PxU32 objectCode = PxU32(size_t(contact.mGeom->mTGUserData));
+ const UserObjectType type = decodeType(objectCode);
+ const PxU32 index = decodeIndex(objectCode);
+
+ if(type==USER_OBJECT_CCT)
+ {
+ PX_ASSERT(index<controller->getCctManager()->getNbControllers());
+ Controller** controllers = controller->getCctManager()->getControllers();
+ Controller* other = controllers[index];
+
+ PxControllersHit hit;
+ fillCCTHit(hit, contact, dir, length, controller);
+
+ hit.other = other->getPxController();
+
+ if(controller->mReportCallback)
+ controller->mReportCallback->onControllerHit(hit);
+
+ PxControllerBehaviorCallback* behaviorCB = controller->mBehaviorCallback;
+ return behaviorCB ? behaviorCB->getBehaviorFlags(*hit.other) : defaultBehaviorFlags;
+ }
+ else if(type==USER_OBJECT_BOX_OBSTACLE)
+ {
+ PX_ASSERT(internalData->obstacles);
+ PX_ASSERT(index<internalData->obstacles->mBoxObstacles.size());
+
+ PxControllerObstacleHit hit;
+ fillCCTHit(hit, contact, dir, length, controller);
+
+ const ObstacleContext::InternalBoxObstacle& obstacle = internalData->obstacles->mBoxObstacles[index];
+ const PxBoxObstacle& touchedObstacle = obstacle.mData;
+ return handleObstacleHit(touchedObstacle, obstacle.mHandle , hit, internalData, controller);
+ }
+ else if(type==USER_OBJECT_CAPSULE_OBSTACLE)
+ {
+ PX_ASSERT(internalData->obstacles);
+ PX_ASSERT(index<internalData->obstacles->mCapsuleObstacles.size());
+
+ PxControllerObstacleHit hit;
+ fillCCTHit(hit, contact, dir, length, controller);
+
+ const ObstacleContext::InternalCapsuleObstacle& obstacle = internalData->obstacles->mCapsuleObstacles[index];
+ const PxCapsuleObstacle& touchedObstacle = obstacle.mData;
+ return handleObstacleHit(touchedObstacle, obstacle.mHandle, hit, internalData, controller);
+ }
+ else PX_ASSERT(0);
+
+ return defaultBehaviorFlags;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////