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//
// 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) 2008-2018 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 CCT_CONTROLLER
#define CCT_CONTROLLER
/* Exclude from documentation */
/** \cond */
#include "CctCharacterController.h"
#include "PsUserAllocated.h"
#include "PsMutex.h"
namespace physx
{
class PxPhysics;
class PxScene;
class PxRigidDynamic;
class PxGeometry;
class PxMaterial;
namespace Cct
{
class CharacterControllerManager;
class Controller : public Ps::UserAllocated
{
PX_NOCOPY(Controller)
public:
Controller(const PxControllerDesc& desc, PxScene* scene);
virtual ~Controller();
void releaseInternal();
void getInternalState(PxControllerState& state) const;
void getInternalStats(PxControllerStats& stats) const;
virtual PxF32 getHalfHeightInternal() const = 0;
virtual bool getWorldBox(PxExtendedBounds3& box) const = 0;
virtual PxController* getPxController() = 0;
void onOriginShift(const PxVec3& shift);
void onRelease(const PxBase& observed);
void setCctManager(CharacterControllerManager* cm)
{
mManager = cm;
mCctModule.setCctManager(cm);
}
PX_FORCE_INLINE CharacterControllerManager* getCctManager() { return mManager; }
PX_FORCE_INLINE PxU64 getContextId() const { return PxU64(reinterpret_cast<size_t>(mScene)); }
PxControllerShapeType::Enum mType;
// User params
CCTParams mUserParams;
PxUserControllerHitReport* mReportCallback;
PxControllerBehaviorCallback* mBehaviorCallback;
void* mUserData;
// Internal data
SweepTest mCctModule; // Internal CCT object. Optim test for Ubi.
PxRigidDynamic* mKineActor; // Associated kinematic actor
PxExtendedVec3 mPosition; // Current position
PxVec3 mDeltaXP;
PxVec3 mOverlapRecover;
PxScene* mScene; // Handy scene owner
PxU32 mPreviousSceneTimestamp;
PxF64 mGlobalTime;
PxF64 mPreviousGlobalTime;
PxF32 mProxyDensity; // Density for proxy actor
PxF32 mProxyScaleCoeff; // Scale coeff for proxy actor
PxControllerCollisionFlags mCollisionFlags; // Last known collision flags (PxControllerCollisionFlag)
bool mCachedStandingOnMoving;
bool mRegisterDeletionListener;
mutable Ps::Mutex mWriteLock; // Lock used for guarding touched pointers and cache data from overwriting
// during onRelease call.
protected:
// Internal methods
void setUpDirectionInternal(const PxVec3& up);
PxShape* getKineShape() const;
bool createProxyActor(PxPhysics& sdk, const PxGeometry& geometry, const PxMaterial& material);
bool setPos(const PxExtendedVec3& pos);
void findTouchedObject(const PxControllerFilters& filters, const PxObstacleContext* obstacleContext, const PxVec3& upDirection);
bool rideOnTouchedObject(SweptVolume& volume, const PxVec3& upDirection, PxVec3& disp, const PxObstacleContext* obstacleContext);
PxControllerCollisionFlags move(SweptVolume& volume, const PxVec3& disp, PxF32 minDist, PxF32 elapsedTime, const PxControllerFilters& filters, const PxObstacleContext* obstacles, bool constrainedClimbingMode);
bool filterTouchedShape(const PxControllerFilters& filters);
PX_FORCE_INLINE float computeTimeCoeff()
{
const float elapsedTime = float(mGlobalTime - mPreviousGlobalTime);
mPreviousGlobalTime = mGlobalTime;
return 1.0f / elapsedTime;
}
CharacterControllerManager* mManager; // Owner manager
};
} // namespace Cct
}
/** \endcond */
#endif
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