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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) 2008-2017 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
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