// // 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 "geometry/PxCapsuleGeometry.h" #include "PxRigidDynamic.h" #include "PxShape.h" #include "characterkinematic/PxController.h" #include "CctCapsuleController.h" #include "CctCharacterControllerManager.h" using namespace physx; using namespace Cct; static PX_FORCE_INLINE float CCTtoProxyRadius(float r, PxF32 coeff) { return r * coeff; } static PX_FORCE_INLINE float CCTtoProxyHeight(float h, PxF32 coeff) { return 0.5f * h * coeff; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CapsuleController::CapsuleController(const PxControllerDesc& desc, PxPhysics& sdk, PxScene* s) : Controller(desc, s) { mType = PxControllerShapeType::eCAPSULE; const PxCapsuleControllerDesc& cc = static_cast(desc); mRadius = cc.radius; mHeight = cc.height; mClimbingMode = cc.climbingMode; // Create kinematic actor under the hood PxCapsuleGeometry capsGeom; capsGeom.radius = CCTtoProxyRadius(cc.radius, mProxyScaleCoeff); capsGeom.halfHeight = CCTtoProxyHeight(cc.height, mProxyScaleCoeff); createProxyActor(sdk, capsGeom, *desc.material); } CapsuleController::~CapsuleController() { } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CapsuleController::invalidateCache() { if(mManager->mLockingEnabled) mWriteLock.lock(); mCctModule.voidTestCache(); if(mManager->mLockingEnabled) mWriteLock.unlock(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CapsuleController::getWorldBox(PxExtendedBounds3& box) const { setCenterExtents(box, mPosition, PxVec3(mRadius, mRadius+mHeight*0.5f, mRadius)); return true; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CapsuleController::setRadius(PxF32 r) { // Set radius for CCT volume mRadius = r; // Set radius for kinematic proxy if(mKineActor) { PxShape* shape = getKineShape(); PX_ASSERT(shape->getGeometryType() == PxGeometryType::eCAPSULE); PxCapsuleGeometry cg; shape->getCapsuleGeometry(cg); cg.radius = CCTtoProxyRadius(r, mProxyScaleCoeff); shape->setGeometry(cg); } return true; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CapsuleController::setHeight(PxF32 h) { // Set height for CCT volume mHeight = h; // Set height for kinematic proxy if(mKineActor) { PxShape* shape = getKineShape(); PX_ASSERT(shape->getGeometryType() == PxGeometryType::eCAPSULE); PxCapsuleGeometry cg; shape->getCapsuleGeometry(cg); cg.halfHeight = CCTtoProxyHeight(h, mProxyScaleCoeff); shape->setGeometry(cg); } return true; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PxCapsuleClimbingMode::Enum CapsuleController::getClimbingMode() const { return mClimbingMode; } bool CapsuleController::setClimbingMode(PxCapsuleClimbingMode::Enum mode) { if(mode>=PxCapsuleClimbingMode::eLAST) return false; mClimbingMode = mode; return true; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PxExtendedVec3 CapsuleController::getFootPosition() const { PxExtendedVec3 groundPosition = mPosition; // Middle of the CCT groundPosition -= mUserParams.mUpDirection * (mUserParams.mContactOffset+mRadius+mHeight*0.5f); // Ground return groundPosition; } bool CapsuleController::setFootPosition(const PxExtendedVec3& position) { PxExtendedVec3 centerPosition = position; centerPosition += mUserParams.mUpDirection * (mUserParams.mContactOffset+mRadius+mHeight*0.5f); return setPosition(centerPosition); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CapsuleController::getCapsule(PxExtendedCapsule& capsule) const { // PT: TODO: optimize this PxExtendedVec3 p0 = mPosition; PxExtendedVec3 p1 = mPosition; const PxVec3 extents = mUserParams.mUpDirection*mHeight*0.5f; p0 -= extents; p1 += extents; capsule.p0 = p0; capsule.p1 = p1; capsule.radius = mRadius; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CapsuleController::resize(PxReal height) { const float oldHeight = getHeight(); setHeight(height); const float delta = height - oldHeight; PxExtendedVec3 pos = getPosition(); pos += mUserParams.mUpDirection * delta * 0.5f; setPosition(pos); } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////