// // 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) 2008-2019 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "foundation/PxMathUtils.h" #include "extensions/PxRigidBodyExt.h" #include "characterkinematic/PxController.h" #include "PxPhysics.h" #include "PxScene.h" #include "PxRigidDynamic.h" #include "PxShape.h" #include "CctController.h" #include "CctBoxController.h" #include "CctCharacterControllerManager.h" #include "PsUtilities.h" #include "PsFoundation.h" using namespace physx; using namespace Cct; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Controller::Controller(const PxControllerDesc& desc, PxScene* s) : mCctModule (desc.registerDeletionListener), mScene (s), mPreviousSceneTimestamp (0xffffffff), mGlobalTime (0.0), mPreviousGlobalTime (0.0), mProxyDensity (0.0f), mProxyScaleCoeff (0.0f), mCollisionFlags (0), mCachedStandingOnMoving (false), mManager (NULL) { mType = PxControllerShapeType::eFORCE_DWORD; mUserParams.mNonWalkableMode = desc.nonWalkableMode; mUserParams.mSlopeLimit = desc.slopeLimit; mUserParams.mContactOffset = desc.contactOffset; mUserParams.mStepOffset = desc.stepOffset; mUserParams.mInvisibleWallHeight = desc.invisibleWallHeight; mUserParams.mMaxJumpHeight = desc.maxJumpHeight; mUserParams.mHandleSlope = desc.slopeLimit!=0.0f; mReportCallback = desc.reportCallback; mBehaviorCallback = desc.behaviorCallback; mUserData = desc.userData; mKineActor = NULL; mPosition = desc.position; mProxyDensity = desc.density; mProxyScaleCoeff = desc.scaleCoeff; mCctModule.mVolumeGrowth = desc.volumeGrowth; mRegisterDeletionListener = desc.registerDeletionListener; mDeltaXP = PxVec3(0); mOverlapRecover = PxVec3(0); mUserParams.mUpDirection = PxVec3(0.0f); setUpDirectionInternal(desc.upDirection); } Controller::~Controller() { if(mScene) { if(mKineActor) mKineActor->release(); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Controller::onRelease(const PxBase& observed) { mCctModule.onRelease(observed); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Controller::onOriginShift(const PxVec3& shift) { mPosition -= shift; if(mManager && mManager->mLockingEnabled) mWriteLock.lock(); mCctModule.onOriginShift(shift); if(mManager && mManager->mLockingEnabled) mWriteLock.unlock(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Controller::setUpDirectionInternal(const PxVec3& up) { PX_CHECK_MSG(up.isNormalized(), "CCT: up direction must be normalized"); if(mUserParams.mUpDirection==up) return; const PxQuat q = PxShortestRotation(PxVec3(1.0f, 0.0f, 0.0f), up); mUserParams.mQuatFromUp = q; mUserParams.mUpDirection = up; // Update kinematic actor /*if(mKineActor) { PxTransform pose = mKineActor->getGlobalPose(); pose.q = q; mKineActor->setGlobalPose(pose); }*/ } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Controller::releaseInternal() { mManager->releaseController(*getPxController()); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Controller::getInternalState(PxControllerState& state) const { if(mManager->mLockingEnabled) mWriteLock.lock(); state.deltaXP = mDeltaXP; state.touchedShape = const_cast(mCctModule.mTouchedShape.get()); state.touchedActor = const_cast(mCctModule.mTouchedActor.get()); state.touchedObstacleHandle = mCctModule.mTouchedObstacleHandle; state.standOnAnotherCCT = (mCctModule.mFlags & STF_TOUCH_OTHER_CCT)!=0; state.standOnObstacle = (mCctModule.mFlags & STF_TOUCH_OBSTACLE)!=0; state.isMovingUp = (mCctModule.mFlags & STF_IS_MOVING_UP)!=0; state.collisionFlags = mCollisionFlags; if(mManager->mLockingEnabled) mWriteLock.unlock(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Controller::getInternalStats(PxControllerStats& stats) const { stats.nbFullUpdates = mCctModule.mNbFullUpdates; stats.nbPartialUpdates = mCctModule.mNbPartialUpdates; stats.nbIterations = mCctModule.mNbIterations; stats.nbTessellation = mCctModule.mNbTessellation; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool Controller::setPos(const PxExtendedVec3& pos) { mPosition = pos; // Update kinematic actor if(mKineActor) { PxTransform targetPose = mKineActor->getGlobalPose(); targetPose.p = toVec3(mPosition); // LOSS OF ACCURACY targetPose.q = mUserParams.mQuatFromUp; mKineActor->setKinematicTarget(targetPose); } return true; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool Controller::createProxyActor(PxPhysics& sdk, const PxGeometry& geometry, const PxMaterial& material) { // PT: we don't disable raycasting or CD because: // - raycasting is needed for visibility queries (the SDK otherwise doesn't know about the CCTS) // - collision is needed because the only reason we create actors there is to handle collisions with dynamic shapes // So it's actually wrong to disable any of those. PxTransform globalPose; globalPose.p = toVec3(mPosition); // LOSS OF ACCURACY globalPose.q = mUserParams.mQuatFromUp; mKineActor = sdk.createRigidDynamic(globalPose); if(!mKineActor) return false; PxShape* shape = sdk.createShape(geometry, material, true); mKineActor->attachShape(*shape); shape->release(); mKineActor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true); PxRigidBodyExt::updateMassAndInertia(*mKineActor, mProxyDensity); mScene->addActor(*mKineActor); return true; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PxShape* Controller::getKineShape() const { // PT: TODO: cache this and avoid the virtual call PxShape* shape = NULL; PxU32 nb = mKineActor->getShapes(&shape, 1); PX_ASSERT(nb==1); PX_UNUSED(nb); return shape; }