// 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) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef SAMPLE_CCT_ACTOR_H #define SAMPLE_CCT_ACTOR_H #include "characterkinematic/PxExtended.h" #include "characterkinematic/PxController.h" #include "SamplePreprocessor.h" #include "SampleCCTJump.h" namespace physx { class PxController; class PxUserControllerHitReport; class PxControllerBehaviorCallback; class PxControllerManager; class PxPhysics; class PxScene; } using namespace physx; namespace SampleRenderer { class Renderer; } class RenderBaseActor; class PhysXSample; struct ControlledActorDesc { ControlledActorDesc(); PxControllerShapeType::Enum mType; PxExtendedVec3 mPosition; float mSlopeLimit; float mContactOffset; float mStepOffset; float mInvisibleWallHeight; float mMaxJumpHeight; float mRadius; float mHeight; float mCrouchHeight; float mProxyDensity; float mProxyScale; float mVolumeGrowth; PxUserControllerHitReport* mReportCallback; PxControllerBehaviorCallback* mBehaviorCallback; }; class ControlledActor : public SampleAllocateable { public: ControlledActor(PhysXSample& owner); virtual ~ControlledActor(); PxController* init(const ControlledActorDesc& desc, PxControllerManager* manager); PxExtendedVec3 getFootPosition() const; void reset(); void teleport(const PxVec3& pos); void sync(); void tryStandup(); void resizeController(PxReal height); void resizeStanding() { resizeController(mStandingSize); } void resizeCrouching() { resizeController(mCrouchingSize); } void jump(float force) { mJump.startJump(force); } PX_FORCE_INLINE RenderBaseActor* getRenderActorStanding() { return mRenderActorStanding; } PX_FORCE_INLINE RenderBaseActor* getRenderActorCrouching() { return mRenderActorCrouching; } PX_FORCE_INLINE PxController* getController() { return mController; } const Jump& getJump() const { return mJump; } protected: PhysXSample& mOwner; PxControllerShapeType::Enum mType; Jump mJump; PxExtendedVec3 mInitialPosition; PxVec3 mDelta; bool mTransferMomentum; PxController* mController; RenderBaseActor* mRenderActorStanding; RenderBaseActor* mRenderActorCrouching; PxReal mStandingSize; PxReal mCrouchingSize; PxReal mControllerRadius; bool mDoStandup; bool mIsCrouching; friend class SampleCCTCameraController; private: ControlledActor& operator=(const ControlledActor&); }; void defaultCCTInteraction(const PxControllerShapeHit& hit); #endif