// // 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. #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(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