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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_OBSTACLE_CONTEXT
#define CCT_OBSTACLE_CONTEXT
/* Exclude from documentation */
/** \cond */
#include "characterkinematic/PxControllerObstacles.h"
#include "PsUserAllocated.h"
#include "PsArray.h"
#include "CmPhysXCommon.h"
namespace physx
{
struct PxRaycastHit;
namespace Cct
{
class CharacterControllerManager;
typedef PxU32 Handle;
class HandleManager : public Ps::UserAllocated
{
public:
HandleManager();
~HandleManager();
Handle Add(void* object);
void Remove(Handle handle);
void* GetObject(Handle handle) const; // Returns object according to handle.
bool UpdateObject(Handle handle, void* object);
PX_FORCE_INLINE PxU32 GetMaxNbObjects() const { return mMaxNbObjects; } //!< Returns max number of objects
PX_FORCE_INLINE PxU32 GetNbObjects() const { return mCurrentNbObjects; } //!< Returns current number of objects
PX_FORCE_INLINE void** GetObjects() const { return mObjects; } //!< Gets the complete list of objects
PX_FORCE_INLINE void* PickObject(Handle handle) const { return mObjects[mOutToIn[PxU16(handle)]]; }
private:
// Physical list
void** mObjects; //!< Physical list, with no holes but unsorted.
PxU32 mCurrentNbObjects; //!< Current number of objects in the physical list.
PxU32 mMaxNbObjects; //!< Maximum possible number of objects in the physical list.
// Cross-references
PxU16* mOutToIn; //!< Maps virtual indices (handles) to real ones.
PxU16* mInToOut; //!< Maps real indices to virtual ones (handles).
PxU16* mStamps;
// Recycled locations
PxU32 mNbFreeIndices; //!< Current number of free indices
// Internal methods
bool SetupLists(void** objects=NULL, PxU16* oti=NULL, PxU16* ito=NULL, PxU16* stamps=NULL);
};
class ObstacleContext : public PxObstacleContext, public Ps::UserAllocated
{
public:
ObstacleContext(CharacterControllerManager& );
virtual ~ObstacleContext();
// PxObstacleContext
virtual void release();
virtual PxControllerManager& getControllerManager() const;
virtual ObstacleHandle addObstacle(const PxObstacle& obstacle);
virtual bool removeObstacle(ObstacleHandle handle);
virtual bool updateObstacle(ObstacleHandle handle, const PxObstacle& obstacle);
virtual PxU32 getNbObstacles() const;
virtual const PxObstacle* getObstacle(PxU32 i) const;
virtual const PxObstacle* getObstacleByHandle(ObstacleHandle handle) const;
//~PxObstacleContext
const PxObstacle* raycastSingle(PxRaycastHit& hit, const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, ObstacleHandle& obstacleHandle) const;
const PxObstacle* raycastSingle(PxRaycastHit& hit, const ObstacleHandle& obstacleHandle, const PxVec3& origin, const PxVec3& unitDir, const PxReal distance) const; // raycast just one obstacle handle
void onOriginShift(const PxVec3& shift);
struct InternalBoxObstacle
{
InternalBoxObstacle(ObstacleHandle handle, const PxBoxObstacle& data) : mHandle(handle), mData(data) {}
ObstacleHandle mHandle;
PxBoxObstacle mData;
};
Ps::Array<InternalBoxObstacle> mBoxObstacles;
struct InternalCapsuleObstacle
{
InternalCapsuleObstacle(ObstacleHandle handle, const PxCapsuleObstacle& data) : mHandle(handle), mData(data) {}
ObstacleHandle mHandle;
PxCapsuleObstacle mData;
};
Ps::Array<InternalCapsuleObstacle> mCapsuleObstacles;
private:
ObstacleContext& operator=(const ObstacleContext&);
HandleManager mHandleManager;
CharacterControllerManager& mCCTManager;
};
} // namespace Cct
}
/** \endcond */
#endif
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