193 lines
7.2 KiB
C++
193 lines
7.2 KiB
C++
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "geometry/PxCapsuleGeometry.h"
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#include "PxRigidDynamic.h"
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#include "PxShape.h"
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#include "characterkinematic/PxController.h"
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#include "CctCapsuleController.h"
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#include "CctCharacterControllerManager.h"
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using namespace physx;
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using namespace Cct;
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static PX_FORCE_INLINE float CCTtoProxyRadius(float r, PxF32 coeff) { return r * coeff; }
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static PX_FORCE_INLINE float CCTtoProxyHeight(float h, PxF32 coeff) { return 0.5f * h * coeff; }
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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CapsuleController::CapsuleController(const PxControllerDesc& desc, PxPhysics& sdk, PxScene* s) : Controller(desc, s)
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{
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mType = PxControllerShapeType::eCAPSULE;
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const PxCapsuleControllerDesc& cc = static_cast<const PxCapsuleControllerDesc&>(desc);
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mRadius = cc.radius;
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mHeight = cc.height;
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mClimbingMode = cc.climbingMode;
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// Create kinematic actor under the hood
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PxCapsuleGeometry capsGeom;
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capsGeom.radius = CCTtoProxyRadius(cc.radius, mProxyScaleCoeff);
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capsGeom.halfHeight = CCTtoProxyHeight(cc.height, mProxyScaleCoeff);
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createProxyActor(sdk, capsGeom, *desc.material);
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}
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CapsuleController::~CapsuleController()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CapsuleController::invalidateCache()
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{
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if(mManager->mLockingEnabled)
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mWriteLock.lock();
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mCctModule.voidTestCache();
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if(mManager->mLockingEnabled)
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mWriteLock.unlock();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CapsuleController::getWorldBox(PxExtendedBounds3& box) const
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{
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setCenterExtents(box, mPosition, PxVec3(mRadius, mRadius+mHeight*0.5f, mRadius));
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CapsuleController::setRadius(PxF32 r)
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{
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// Set radius for CCT volume
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mRadius = r;
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// Set radius for kinematic proxy
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if(mKineActor)
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{
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PxShape* shape = getKineShape();
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PX_ASSERT(shape->getGeometryType() == PxGeometryType::eCAPSULE);
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PxCapsuleGeometry cg;
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shape->getCapsuleGeometry(cg);
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cg.radius = CCTtoProxyRadius(r, mProxyScaleCoeff);
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shape->setGeometry(cg);
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CapsuleController::setHeight(PxF32 h)
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{
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// Set height for CCT volume
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mHeight = h;
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// Set height for kinematic proxy
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if(mKineActor)
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{
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PxShape* shape = getKineShape();
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PX_ASSERT(shape->getGeometryType() == PxGeometryType::eCAPSULE);
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PxCapsuleGeometry cg;
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shape->getCapsuleGeometry(cg);
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cg.halfHeight = CCTtoProxyHeight(h, mProxyScaleCoeff);
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shape->setGeometry(cg);
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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PxCapsuleClimbingMode::Enum CapsuleController::getClimbingMode() const
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{
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return mClimbingMode;
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}
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bool CapsuleController::setClimbingMode(PxCapsuleClimbingMode::Enum mode)
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{
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if(mode>=PxCapsuleClimbingMode::eLAST)
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return false;
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mClimbingMode = mode;
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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PxExtendedVec3 CapsuleController::getFootPosition() const
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{
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PxExtendedVec3 groundPosition = mPosition; // Middle of the CCT
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groundPosition -= mUserParams.mUpDirection * (mUserParams.mContactOffset+mRadius+mHeight*0.5f); // Ground
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return groundPosition;
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}
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bool CapsuleController::setFootPosition(const PxExtendedVec3& position)
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{
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PxExtendedVec3 centerPosition = position;
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centerPosition += mUserParams.mUpDirection * (mUserParams.mContactOffset+mRadius+mHeight*0.5f);
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return setPosition(centerPosition);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CapsuleController::getCapsule(PxExtendedCapsule& capsule) const
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{
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// PT: TODO: optimize this
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PxExtendedVec3 p0 = mPosition;
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PxExtendedVec3 p1 = mPosition;
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const PxVec3 extents = mUserParams.mUpDirection*mHeight*0.5f;
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p0 -= extents;
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p1 += extents;
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capsule.p0 = p0;
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capsule.p1 = p1;
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capsule.radius = mRadius;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CapsuleController::resize(PxReal height)
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{
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const float oldHeight = getHeight();
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setHeight(height);
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const float delta = height - oldHeight;
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PxExtendedVec3 pos = getPosition();
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pos += mUserParams.mUpDirection * delta * 0.5f;
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setPosition(pos);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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