// // 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_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 mBoxObstacles; struct InternalCapsuleObstacle { InternalCapsuleObstacle(ObstacleHandle handle, const PxCapsuleObstacle& data) : mHandle(handle), mData(data) {} ObstacleHandle mHandle; PxCapsuleObstacle mData; }; Ps::Array mCapsuleObstacles; private: ObstacleContext& operator=(const ObstacleContext&); HandleManager mHandleManager; CharacterControllerManager& mCCTManager; }; } // namespace Cct } /** \endcond */ #endif