Projekt_Grafika/dependencies/physx-4.1/source/physxcharacterkinematic/src/CctCharacterControllerCallb...

1108 lines
41 KiB
C++

//
// 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 "common/PxProfileZone.h"
#include "geometry/PxSphereGeometry.h"
#include "geometry/PxCapsuleGeometry.h"
#include "geometry/PxBoxGeometry.h"
#include "geometry/PxTriangleMeshGeometry.h"
#include "geometry/PxConvexMeshGeometry.h"
#include "geometry/PxHeightFieldGeometry.h"
#include "geometry/PxConvexMesh.h"
#include "geometry/PxMeshQuery.h"
#include "extensions/PxTriangleMeshExt.h"
#include "PxScene.h"
#include "CctInternalStructs.h"
#include "CmRenderOutput.h"
#include "PsMathUtils.h"
#include "GuIntersectionTriangleBox.h"
#include "GuSIMDHelpers.h"
static const bool gVisualizeTouchedTris = false;
static const float gDebugVisOffset = 0.01f;
using namespace physx;
using namespace Cct;
using namespace Gu;
using namespace Cm;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// PT: HINT: disable gUsePartialUpdates for easier visualization
static void visualizeTouchedTriangles(PxU32 nbTrisToRender, PxU32 startIndex, const PxTriangle* triangles, RenderBuffer* renderBuffer, const PxVec3& offset, const PxVec3& upDirection)
{
if(!renderBuffer)
return;
PxVec3 yy = -offset;
yy += upDirection * gDebugVisOffset; // PT: move slightly in the up direction
for(PxU32 i=0; i<nbTrisToRender; i++)
{
const PxTriangle& currentTriangle = triangles[i+startIndex];
// RenderOutput(*renderBuffer)
// << PxDebugColor::eARGB_GREEN << RenderOutput::TRIANGLES
// << currentTriangle.verts[0]+yy << currentTriangle.verts[1]+yy << currentTriangle.verts[2]+yy;
RenderOutput(*renderBuffer)
<< PxU32(PxDebugColor::eARGB_GREEN) << RenderOutput::LINES
<< currentTriangle.verts[0]+yy << currentTriangle.verts[1]+yy
<< currentTriangle.verts[1]+yy << currentTriangle.verts[2]+yy
<< currentTriangle.verts[2]+yy << currentTriangle.verts[0]+yy;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct TessParams
{
PxU32 nbNewTris;
PxU32 index;
TriArray* worldTriangles;
IntArray* triIndicesArray;
PxVec3 cullingBoxCenter; // PT: make sure we can read 4 bytes after this one
PxVec3 cullingBoxExtents; // PT: make sure we can read 4 bytes after this one
PxF32 maxEdgeLength2;
PxU16 nbTessellation;
};
static void tessellateTriangleRecursive(TessParams* tp, const PxVec3& v0, const PxVec3& v1, const PxVec3& v2)
{
tp->nbTessellation++;
// PT: this one is safe, v0/v1/v2 can always be V4Loaded
if(!intersectTriangleBox_Unsafe(tp->cullingBoxCenter, tp->cullingBoxExtents, v0, v1, v2))
return;
PxU32 code;
{
const PxVec3 edge0 = v0 - v1;
const PxVec3 edge1 = v1 - v2;
const PxVec3 edge2 = v2 - v0;
const float maxEdgeLength2 = tp->maxEdgeLength2;
const bool split0 = edge0.magnitudeSquared()>maxEdgeLength2;
const bool split1 = edge1.magnitudeSquared()>maxEdgeLength2;
const bool split2 = edge2.magnitudeSquared()>maxEdgeLength2;
code = (PxU32(split2)<<2)|(PxU32(split1)<<1)|PxU32(split0);
}
// PT: using Vec3p to make sure we can safely V4LoadU these vertices
const Vec3p m0 = (v0 + v1)*0.5f;
const Vec3p m1 = (v1 + v2)*0.5f;
const Vec3p m2 = (v2 + v0)*0.5f;
switch(code)
{
case 0: // 000: no split
{
tp->worldTriangles->pushBack(PxTriangle(v0, v1, v2));
tp->triIndicesArray->pushBack(tp->index);
tp->nbNewTris++;
}
break;
case 1: // 001: split edge0
{
tessellateTriangleRecursive(tp, v0, m0, v2);
tessellateTriangleRecursive(tp, m0, v1, v2);
}
break;
case 2: // 010: split edge1
{
tessellateTriangleRecursive(tp, v0, v1, m1);
tessellateTriangleRecursive(tp, v0, m1, v2);
}
break;
case 3: // 011: split edge0/edge1
{
tessellateTriangleRecursive(tp, v0, m0, m1);
tessellateTriangleRecursive(tp, v0, m1, v2);
tessellateTriangleRecursive(tp, m0, v1, m1);
}
break;
case 4: // 100: split edge2
{
tessellateTriangleRecursive(tp, v0, v1, m2);
tessellateTriangleRecursive(tp, v1, v2, m2);
}
break;
case 5: // 101: split edge0/edge2
{
tessellateTriangleRecursive(tp, v0, m0, m2);
tessellateTriangleRecursive(tp, m0, v1, m2);
tessellateTriangleRecursive(tp, m2, v1, v2);
}
break;
case 6: // 110: split edge1/edge2
{
tessellateTriangleRecursive(tp, v0, v1, m1);
tessellateTriangleRecursive(tp, v0, m1, m2);
tessellateTriangleRecursive(tp, m2, m1, v2);
}
break;
case 7: // 111: split edge0/edge1/edge2
{
tessellateTriangleRecursive(tp, v0, m0, m2);
tessellateTriangleRecursive(tp, m0, v1, m1);
tessellateTriangleRecursive(tp, m2, m1, v2);
tessellateTriangleRecursive(tp, m0, m1, m2);
}
break;
};
}
static void tessellateTriangle(PxU32& nbNewTris, const TrianglePadded& tr, PxU32 index, TriArray& worldTriangles, IntArray& triIndicesArray, const PxBounds3& cullingBox, const CCTParams& params, PxU16& nbTessellation)
{
TessParams tp;
tp.nbNewTris = 0;
tp.index = index;
tp.worldTriangles = &worldTriangles;
tp.triIndicesArray = &triIndicesArray;
tp.cullingBoxCenter = cullingBox.getCenter();
tp.cullingBoxExtents = cullingBox.getExtents();
tp.maxEdgeLength2 = params.mMaxEdgeLength2;
tp.nbTessellation = 0;
tessellateTriangleRecursive(&tp, tr.verts[0], tr.verts[1], tr.verts[2]);
nbNewTris += tp.nbNewTris;
nbTessellation += tp.nbTessellation;
// nbTessellation += PxU16(tp.nbNewTris);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void outputPlaneToStream(PxShape* planeShape, const PxRigidActor* actor, const PxTransform& globalPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, RenderBuffer* renderBuffer)
{
PX_ASSERT(planeShape->getGeometryType() == PxGeometryType::ePLANE);
const PxF32 length = (tmpBounds.maximum - tmpBounds.minimum).magnitude();
PxVec3 center = toVec3(origin);
const PxPlane plane = PxPlaneEquationFromTransform(globalPose);
PxVec3 right, up;
Ps::computeBasis(plane.n, right, up);
right *= length;
up *= length;
const PxVec3 p = plane.project(center);
const PxVec3 p0 = p - right + up;
const PxVec3 p1 = p - right - up;
const PxVec3 p2 = p + right - up;
const PxVec3 p3 = p + right + up;
const PxU32 nbTouchedTris = 2;
const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserveContainerMemory(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
touchedMesh->mType = TouchedGeomType::eMESH;
touchedMesh->mTGUserData = planeShape;
touchedMesh->mActor = actor;
touchedMesh->mOffset = origin;
touchedMesh->mNbTris = nbTouchedTris;
touchedMesh->mIndexWorldTriangles = worldTriangles.size();
// Reserve memory for incoming triangles
PxTriangle* TouchedTriangles = worldTriangles.reserve(nbTouchedTris);
triIndicesArray.pushBack(0);
triIndicesArray.pushBack(1);
TouchedTriangles[0].verts[0] = p0 + offset;
TouchedTriangles[0].verts[1] = p1 + offset;
TouchedTriangles[0].verts[2] = p2 + offset;
TouchedTriangles[1].verts[0] = p0 + offset;
TouchedTriangles[1].verts[1] = p2 + offset;
TouchedTriangles[1].verts[2] = p3 + offset;
if(gVisualizeTouchedTris)
visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, worldTriangles.begin(), renderBuffer, offset, params.mUpDirection);
}
static void outputSphereToStream(PxShape* sphereShape, const PxRigidActor* actor, const PxTransform& globalPose, IntArray& geomStream, const PxExtendedVec3& origin)
{
PX_ASSERT(sphereShape->getGeometryType() == PxGeometryType::eSPHERE);
PxExtendedSphere WorldSphere;
{
PxSphereGeometry sg;
sphereShape->getSphereGeometry(sg);
WorldSphere.radius = sg.radius;
WorldSphere.center.x = PxExtended(globalPose.p.x);
WorldSphere.center.y = PxExtended(globalPose.p.y);
WorldSphere.center.z = PxExtended(globalPose.p.z);
}
TouchedSphere* PX_RESTRICT touchedSphere = reinterpret_cast<TouchedSphere*>(reserveContainerMemory(geomStream, sizeof(TouchedSphere)/sizeof(PxU32)));
touchedSphere->mType = TouchedGeomType::eSPHERE;
touchedSphere->mTGUserData = sphereShape;
touchedSphere->mActor = actor;
touchedSphere->mOffset = origin;
touchedSphere->mRadius = WorldSphere.radius;
touchedSphere->mCenter.x = float(WorldSphere.center.x - origin.x);
touchedSphere->mCenter.y = float(WorldSphere.center.y - origin.y);
touchedSphere->mCenter.z = float(WorldSphere.center.z - origin.z);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void outputCapsuleToStream(PxShape* capsuleShape, const PxRigidActor* actor, const PxTransform& globalPose, IntArray& geomStream, const PxExtendedVec3& origin)
{
PX_ASSERT(capsuleShape->getGeometryType() == PxGeometryType::eCAPSULE);
PxExtendedCapsule WorldCapsule;
{
PxCapsuleGeometry cg;
capsuleShape->getCapsuleGeometry(cg);
PxVec3 p0 = cg.halfHeight * globalPose.q.getBasisVector0();
PxVec3 p1 = -p0;
p0 += globalPose.p;
p1 += globalPose.p;
WorldCapsule.radius = cg.radius;
WorldCapsule.p0.x = PxExtended(p0.x);
WorldCapsule.p0.y = PxExtended(p0.y);
WorldCapsule.p0.z = PxExtended(p0.z);
WorldCapsule.p1.x = PxExtended(p1.x);
WorldCapsule.p1.y = PxExtended(p1.y);
WorldCapsule.p1.z = PxExtended(p1.z);
}
TouchedCapsule* PX_RESTRICT touchedCapsule = reinterpret_cast<TouchedCapsule*>(reserveContainerMemory(geomStream, sizeof(TouchedCapsule)/sizeof(PxU32)));
touchedCapsule->mType = TouchedGeomType::eCAPSULE;
touchedCapsule->mTGUserData = capsuleShape;
touchedCapsule->mActor = actor;
touchedCapsule->mOffset = origin;
touchedCapsule->mRadius = WorldCapsule.radius;
touchedCapsule->mP0.x = float(WorldCapsule.p0.x - origin.x);
touchedCapsule->mP0.y = float(WorldCapsule.p0.y - origin.y);
touchedCapsule->mP0.z = float(WorldCapsule.p0.z - origin.z);
touchedCapsule->mP1.x = float(WorldCapsule.p1.x - origin.x);
touchedCapsule->mP1.y = float(WorldCapsule.p1.y - origin.y);
touchedCapsule->mP1.z = float(WorldCapsule.p1.z - origin.z);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void outputBoxToStream( PxShape* boxShape, const PxRigidActor* actor, const PxTransform& globalPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, PxU16& nbTessellation)
{
PX_ASSERT(boxShape->getGeometryType() == PxGeometryType::eBOX);
PxBoxGeometry bg;
boxShape->getBoxGeometry(bg);
//8 verts in local space.
const PxF32 dx = bg.halfExtents.x;
const PxF32 dy = bg.halfExtents.y;
const PxF32 dz = bg.halfExtents.z;
PxVec3 boxVerts[8]=
{
PxVec3(-dx,-dy,-dz),
PxVec3(+dx,-dy,-dz),
PxVec3(+dx,+dy,-dz),
PxVec3(-dx,+dy,-dz),
PxVec3(-dx,-dy,+dz),
PxVec3(+dx,-dy,+dz),
PxVec3(+dx,+dy,+dz),
PxVec3(-dx,+dy,+dz)
};
//Transform verts into world space.
const PxVec3 pxOrigin = toVec3(origin);
for(PxU32 i = 0; i < 8; i++)
{
boxVerts[i] = globalPose.transform(boxVerts[i]) - pxOrigin;
}
//Index of triangles.
const PxU32 boxTris[12][3]=
{
{0,2,1},
{2,0,3}, //0,1,2,3
{3,6,2},
{6,3,7}, //3,2,6,7
{7,5,6},
{5,7,4}, //7,6,5,4
{4,1,5},
{1,4,0}, //4,5,1,0
{0,7,3},
{7,0,4}, //0,3,7,4
{2,5,1},
{5,2,6} //2,1,5,6
};
TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserveContainerMemory(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
touchedMesh->mType = TouchedGeomType::eMESH;
touchedMesh->mTGUserData = boxShape;
touchedMesh->mActor = actor;
touchedMesh->mOffset = origin;
touchedMesh->mIndexWorldTriangles = worldTriangles.size();
if(params.mTessellation)
{
const PxBoxGeometry boxGeom(tmpBounds.getExtents());
const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
const PxBounds3 cullingBox = PxBounds3::centerExtents(tmpBounds.getCenter() + offset, boxGeom.halfExtents);
PxU32 nbCreatedTris = 0;
for(PxU32 i=0; i<12; i++)
{
// Compute triangle in world space, add to array
TrianglePadded currentTriangle;
currentTriangle.verts[0] = boxVerts[boxTris[i][0]];
currentTriangle.verts[1] = boxVerts[boxTris[i][1]];
currentTriangle.verts[2] = boxVerts[boxTris[i][2]];
PxU32 nbNewTris = 0;
tessellateTriangle(nbNewTris, currentTriangle, PX_INVALID_U32, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
nbCreatedTris += nbNewTris;
}
touchedMesh->mNbTris = nbCreatedTris;
}
else
{
touchedMesh->mNbTris = 12;
// Reserve memory for incoming triangles
PxTriangle* TouchedTriangles = worldTriangles.reserve(12);
for(PxU32 i=0; i<12; i++)
{
PxTriangle& currentTriangle = TouchedTriangles[i];
currentTriangle.verts[0] = boxVerts[boxTris[i][0]];
currentTriangle.verts[1] = boxVerts[boxTris[i][1]];
currentTriangle.verts[2] = boxVerts[boxTris[i][2]];
triIndicesArray.pushBack(PX_INVALID_U32);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static PxU32 createInvisibleWalls(const CCTParams& params, const PxTriangle& currentTriangle, TriArray& worldTriangles, IntArray& triIndicesArray)
{
const PxF32 wallHeight = params.mInvisibleWallHeight;
if(wallHeight==0.0f)
return 0;
PxU32 nbNewTris = 0; // Number of newly created tris
const PxVec3& upDirection = params.mUpDirection;
PxVec3 normal;
currentTriangle.normal(normal);
if(testSlope(normal, upDirection, params.mSlopeLimit))
{
const PxVec3 upWall = upDirection*wallHeight;
PxVec3 v0p = currentTriangle.verts[0] + upWall;
PxVec3 v1p = currentTriangle.verts[1] + upWall;
PxVec3 v2p = currentTriangle.verts[2] + upWall;
// Extrude edge 0-1
PxVec3 faceNormal01;
{
// 0-1-0p
const PxTriangle tri0_1_0p(currentTriangle.verts[0], currentTriangle.verts[1], v0p);
worldTriangles.pushBack(tri0_1_0p);
// 0p-1-1p
const PxTriangle tri0p_1_1p(v0p, currentTriangle.verts[1], v1p);
worldTriangles.pushBack(tri0p_1_1p);
tri0p_1_1p.normal(faceNormal01);
}
// Extrude edge 1-2
PxVec3 faceNormal12;
{
// 1p-1-2p
const PxTriangle tri1p_1_2p(v1p, currentTriangle.verts[1], v2p);
worldTriangles.pushBack(tri1p_1_2p);
// 2p-1-2
const PxTriangle tri2p_1_2(v2p, currentTriangle.verts[1], currentTriangle.verts[2]);
worldTriangles.pushBack(tri2p_1_2);
tri2p_1_2.normal(faceNormal12);
}
// Extrude edge 2-0
PxVec3 faceNormal20;
{
// 0p-2-0
const PxTriangle tri0p_2_0(v0p, currentTriangle.verts[2], currentTriangle.verts[0]);
worldTriangles.pushBack(tri0p_2_0);
// 0p-2p-2
const PxTriangle tri0p_2p_2(v0p, v2p, currentTriangle.verts[2]);
worldTriangles.pushBack(tri0p_2p_2);
tri0p_2p_2.normal(faceNormal20);
}
const PxU32 triIndex = PX_INVALID_U32;
for(PxU32 i=0;i<6;i++)
triIndicesArray.pushBack(triIndex);
nbNewTris += 6;
}
return nbNewTris;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void outputMeshToStream( PxShape* meshShape, const PxRigidActor* actor, const PxTransform& meshPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, RenderBuffer* renderBuffer, PxU16& nbTessellation)
{
PX_ASSERT(meshShape->getGeometryType() == PxGeometryType::eTRIANGLEMESH);
// Do AABB-mesh query
PxTriangleMeshGeometry triGeom;
meshShape->getTriangleMeshGeometry(triGeom);
const PxBoxGeometry boxGeom(tmpBounds.getExtents());
const PxTransform boxPose(tmpBounds.getCenter(), PxQuat(PxIdentity));
// Collide AABB against current mesh
PxMeshOverlapUtil overlapUtil;
const PxU32 nbTouchedTris = overlapUtil.findOverlap(boxGeom, boxPose, triGeom, meshPose);
const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserveContainerMemory(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
touchedMesh->mType = TouchedGeomType::eMESH;
touchedMesh->mTGUserData = meshShape;
touchedMesh->mActor = actor;
touchedMesh->mOffset = origin;
touchedMesh->mNbTris = nbTouchedTris;
touchedMesh->mIndexWorldTriangles = worldTriangles.size();
const PxU32* PX_RESTRICT indices = overlapUtil.getResults();
if(params.mSlopeLimit!=0.0f)
{
if(!params.mTessellation)
{
// Loop through touched triangles
PxU32 nbCreatedTris = 0;
for(PxU32 i=0; i < nbTouchedTris; i++)
{
const PxU32 triangleIndex = indices[i];
// Compute triangle in world space, add to array
TrianglePadded currentTriangle;
PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
currentTriangle.verts[0] += offset;
currentTriangle.verts[1] += offset;
currentTriangle.verts[2] += offset;
const PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
nbCreatedTris += nbNewTris;
if(!nbNewTris)
{
worldTriangles.pushBack(currentTriangle);
triIndicesArray.pushBack(triangleIndex);
nbCreatedTris++;
}
}
touchedMesh->mNbTris = nbCreatedTris;
}
else
{
const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);
// Loop through touched triangles
PxU32 nbCreatedTris = 0;
for(PxU32 i=0; i < nbTouchedTris; i++)
{
const PxU32 triangleIndex = indices[i];
// Compute triangle in world space, add to array
TrianglePadded currentTriangle;
PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
currentTriangle.verts[0] += offset;
currentTriangle.verts[1] += offset;
currentTriangle.verts[2] += offset;
PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
nbCreatedTris += nbNewTris;
if(!nbNewTris)
{
/* worldTriangles.pushBack(currentTriangle);
triIndicesArray.pushBack(triangleIndex);
nbCreatedTris++;*/
tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
nbCreatedTris += nbNewTris;
// printf("Tesselate: %d new tris\n", nbNewTris);
}
}
touchedMesh->mNbTris = nbCreatedTris;
}
}
else
{
if(!params.mTessellation)
{
// Reserve memory for incoming triangles
PxTriangle* TouchedTriangles = worldTriangles.reserve(nbTouchedTris);
// Loop through touched triangles
for(PxU32 i=0; i < nbTouchedTris; i++)
{
const PxU32 triangleIndex = indices[i];
// Compute triangle in world space, add to array
PxTriangle& currentTriangle = *TouchedTriangles++;
PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
currentTriangle.verts[0] += offset;
currentTriangle.verts[1] += offset;
currentTriangle.verts[2] += offset;
triIndicesArray.pushBack(triangleIndex);
}
}
else
{
const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);
PxU32 nbCreatedTris = 0;
for(PxU32 i=0; i < nbTouchedTris; i++)
{
const PxU32 triangleIndex = indices[i];
// Compute triangle in world space, add to array
TrianglePadded currentTriangle;
PxMeshQuery::getTriangle(triGeom, meshPose, triangleIndex, currentTriangle);
currentTriangle.verts[0] += offset;
currentTriangle.verts[1] += offset;
currentTriangle.verts[2] += offset;
PxU32 nbNewTris = 0;
tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
// printf("Tesselate: %d new tris\n", nbNewTris);
nbCreatedTris += nbNewTris;
}
touchedMesh->mNbTris = nbCreatedTris;
}
}
if(gVisualizeTouchedTris)
visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, worldTriangles.begin(), renderBuffer, offset, params.mUpDirection);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void outputHeightFieldToStream( PxShape* hfShape, const PxRigidActor* actor, const PxTransform& heightfieldPose, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, RenderBuffer* renderBuffer, PxU16& nbTessellation)
{
PX_ASSERT(hfShape->getGeometryType() == PxGeometryType::eHEIGHTFIELD);
// Do AABB-mesh query
PxHeightFieldGeometry hfGeom;
hfShape->getHeightFieldGeometry(hfGeom);
const PxBoxGeometry boxGeom(tmpBounds.getExtents());
const PxTransform boxPose(tmpBounds.getCenter(), PxQuat(PxIdentity));
// Collide AABB against current heightfield
PxMeshOverlapUtil overlapUtil;
const PxU32 nbTouchedTris = overlapUtil.findOverlap(boxGeom, boxPose, hfGeom, heightfieldPose);
const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserveContainerMemory(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
touchedMesh->mType = TouchedGeomType::eMESH; // ptchernev: seems to work
touchedMesh->mTGUserData = hfShape;
touchedMesh->mActor = actor;
touchedMesh->mOffset = origin;
touchedMesh->mNbTris = nbTouchedTris;
touchedMesh->mIndexWorldTriangles = worldTriangles.size();
const PxU32* PX_RESTRICT indices = overlapUtil.getResults();
if(params.mSlopeLimit!=0.0f)
{
if(!params.mTessellation)
{
// Loop through touched triangles
PxU32 nbCreatedTris = 0;
for(PxU32 i=0; i < nbTouchedTris; i++)
{
const PxU32 triangleIndex = indices[i];
// Compute triangle in world space, add to array
TrianglePadded currentTriangle;
PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
currentTriangle.verts[0] += offset;
currentTriangle.verts[1] += offset;
currentTriangle.verts[2] += offset;
const PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
nbCreatedTris += nbNewTris;
if(!nbNewTris)
{
worldTriangles.pushBack(currentTriangle);
triIndicesArray.pushBack(triangleIndex);
nbCreatedTris++;
}
}
touchedMesh->mNbTris = nbCreatedTris;
}
else
{
const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);
// Loop through touched triangles
PxU32 nbCreatedTris = 0;
for(PxU32 i=0; i < nbTouchedTris; i++)
{
const PxU32 triangleIndex = indices[i];
// Compute triangle in world space, add to array
TrianglePadded currentTriangle;
PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
currentTriangle.verts[0] += offset;
currentTriangle.verts[1] += offset;
currentTriangle.verts[2] += offset;
PxU32 nbNewTris = createInvisibleWalls(params, currentTriangle, worldTriangles, triIndicesArray);
nbCreatedTris += nbNewTris;
if(!nbNewTris)
{
tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
nbCreatedTris += nbNewTris;
// printf("Tesselate: %d new tris\n", nbNewTris);
}
}
touchedMesh->mNbTris = nbCreatedTris;
}
}
else
{
if(!params.mTessellation)
{
// Reserve memory for incoming triangles
PxTriangle* TouchedTriangles = worldTriangles.reserve(nbTouchedTris);
// Loop through touched triangles
for(PxU32 i=0; i < nbTouchedTris; i++)
{
const PxU32 triangleIndex = indices[i];
// Compute triangle in world space, add to array
PxTriangle& currentTriangle = *TouchedTriangles++;
PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
currentTriangle.verts[0] += offset;
currentTriangle.verts[1] += offset;
currentTriangle.verts[2] += offset;
triIndicesArray.pushBack(triangleIndex);
}
}
else
{
const PxBounds3 cullingBox = PxBounds3::centerExtents(boxPose.p + offset, boxGeom.halfExtents);
PxU32 nbCreatedTris = 0;
for(PxU32 i=0; i < nbTouchedTris; i++)
{
const PxU32 triangleIndex = indices[i];
// Compute triangle in world space, add to array
TrianglePadded currentTriangle;
PxMeshQuery::getTriangle(hfGeom, heightfieldPose, triangleIndex, currentTriangle);
currentTriangle.verts[0] += offset;
currentTriangle.verts[1] += offset;
currentTriangle.verts[2] += offset;
PxU32 nbNewTris = 0;
tessellateTriangle(nbNewTris, currentTriangle, triangleIndex, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
// printf("Tesselate: %d new tris\n", nbNewTris);
nbCreatedTris += nbNewTris;
}
touchedMesh->mNbTris = nbCreatedTris;
}
}
if(gVisualizeTouchedTris)
visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, worldTriangles.begin(), renderBuffer, offset, params.mUpDirection);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void outputConvexToStream(PxShape* convexShape, const PxRigidActor* actor, const PxTransform& absPose_, IntArray& geomStream, TriArray& worldTriangles, IntArray& triIndicesArray,
const PxExtendedVec3& origin, const PxBounds3& tmpBounds, const CCTParams& params, RenderBuffer* renderBuffer, PxU16& nbTessellation)
{
PX_ASSERT(convexShape->getGeometryType() == PxGeometryType::eCONVEXMESH);
PxConvexMeshGeometry cg;
convexShape->getConvexMeshGeometry(cg);
PX_ASSERT(cg.convexMesh);
// Do AABB-mesh query
PxU32* TF;
// Collide AABB against current mesh
// The overlap function doesn't exist for convexes so let's just dump all tris
PxConvexMesh& cm = *cg.convexMesh;
// PT: convex triangles are not exposed anymore so we need to access convex polygons & triangulate them
// PT: TODO: this is copied from "DrawObjects", move this to a shared place. Actually a helper directly in PxConvexMesh would be useful.
PxU32 Nb = 0;
{
const PxU32 nbPolys = cm.getNbPolygons();
const PxU8* polygons = cm.getIndexBuffer();
for(PxU32 i=0;i<nbPolys;i++)
{
PxHullPolygon data;
cm.getPolygonData(i, data);
Nb += data.mNbVerts - 2;
}
// PT: revisit this code. We don't use the polygon offset?
TF = reinterpret_cast<PxU32*>(PxAlloca(sizeof(PxU32)*Nb*3));
PxU32* t = TF;
for(PxU32 i=0;i<nbPolys;i++)
{
PxHullPolygon data;
cm.getPolygonData(i, data);
const PxU32 nbV = data.mNbVerts;
const PxU32 nbTris = nbV - 2;
const PxU8 vref0 = *polygons;
for(PxU32 j=0;j<nbTris;j++)
{
const PxU32 vref1 = polygons[(j+1)%nbV];
const PxU32 vref2 = polygons[(j+2)%nbV];
*t++ = vref0;
*t++ = vref1;
*t++ = vref2;
}
polygons += nbV;
}
}
// PT: you can't use PxTransform with a non-uniform scaling
const PxMat33 rot = PxMat33(absPose_.q) * cg.scale.toMat33();
const PxMat44 absPose(rot, absPose_.p);
const PxVec3 absPosTmp = absPose.getPosition();
const PxExtendedVec3 absPos(PxExtended(absPosTmp.x), PxExtended(absPosTmp.y), PxExtended(absPosTmp.z));
const PxVec3 MeshOffset(absPos - origin); // LOSS OF ACCURACY
const PxVec3 offset(float(-origin.x), float(-origin.y), float(-origin.z));
TouchedMesh* touchedMesh = reinterpret_cast<TouchedMesh*>(reserveContainerMemory(geomStream, sizeof(TouchedMesh)/sizeof(PxU32)));
touchedMesh->mType = TouchedGeomType::eMESH;
touchedMesh->mTGUserData = convexShape;
touchedMesh->mActor = actor;
touchedMesh->mOffset = origin;
touchedMesh->mIndexWorldTriangles = worldTriangles.size();
const PxVec3* verts = cm.getVertices();
// Loop through touched triangles
if(params.mTessellation)
{
const PxBoxGeometry boxGeom(tmpBounds.getExtents());
const PxBounds3 cullingBox = PxBounds3::centerExtents(tmpBounds.getCenter() + offset, boxGeom.halfExtents);
PxU32 nbCreatedTris = 0;
while(Nb--)
{
// Compute triangle in world space, add to array
TrianglePadded currentTriangle;
const PxU32 vref0 = *TF++;
const PxU32 vref1 = *TF++;
const PxU32 vref2 = *TF++;
currentTriangle.verts[0] = MeshOffset + absPose.rotate(verts[vref0]);
currentTriangle.verts[1] = MeshOffset + absPose.rotate(verts[vref1]);
currentTriangle.verts[2] = MeshOffset + absPose.rotate(verts[vref2]);
PxU32 nbNewTris = 0;
tessellateTriangle(nbNewTris, currentTriangle, PX_INVALID_U32, worldTriangles, triIndicesArray, cullingBox, params, nbTessellation);
nbCreatedTris += nbNewTris;
}
touchedMesh->mNbTris = nbCreatedTris;
}
else
{
// Reserve memory for incoming triangles
PxTriangle* TouchedTriangles = worldTriangles.reserve(Nb);
touchedMesh->mNbTris = Nb;
while(Nb--)
{
// Compute triangle in world space, add to array
PxTriangle& currentTriangle = *TouchedTriangles++;
const PxU32 vref0 = *TF++;
const PxU32 vref1 = *TF++;
const PxU32 vref2 = *TF++;
currentTriangle.verts[0] = MeshOffset + absPose.rotate(verts[vref0]);
currentTriangle.verts[1] = MeshOffset + absPose.rotate(verts[vref1]);
currentTriangle.verts[2] = MeshOffset + absPose.rotate(verts[vref2]);
triIndicesArray.pushBack(PX_INVALID_U32);
}
}
if(gVisualizeTouchedTris)
visualizeTouchedTriangles(touchedMesh->mNbTris, touchedMesh->mIndexWorldTriangles, worldTriangles.begin(), renderBuffer, offset, params.mUpDirection);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
PxU32 Cct::getSceneTimestamp(const InternalCBData_FindTouchedGeom* userData)
{
PX_ASSERT(userData);
const PxInternalCBData_FindTouchedGeom* internalData = static_cast<const PxInternalCBData_FindTouchedGeom*>(userData);
PxScene* scene = internalData->scene;
return scene->getSceneQueryStaticTimestamp();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void Cct::findTouchedGeometry(
const InternalCBData_FindTouchedGeom* userData,
const PxExtendedBounds3& worldBounds, // ### we should also accept other volumes
TriArray& worldTriangles,
IntArray& triIndicesArray,
IntArray& geomStream,
const CCTFilter& filter,
const CCTParams& params,
PxU16& nbTessellation)
{
PX_ASSERT(userData);
const PxInternalCBData_FindTouchedGeom* internalData = static_cast<const PxInternalCBData_FindTouchedGeom*>(userData);
PxScene* scene = internalData->scene;
PX_PROFILE_ZONE("CharacterController.findTouchedGeometry", PxU64(reinterpret_cast<size_t>(scene)));
RenderBuffer* renderBuffer = internalData->renderBuffer;
PxExtendedVec3 Origin; // Will be TouchedGeom::mOffset
getCenter(worldBounds, Origin);
// Find touched *boxes* i.e. touched objects' AABBs in the world
// We collide against dynamic shapes too, to get back dynamic boxes/etc
// TODO: add active groups in interface!
PxQueryFlags sqFilterFlags;
if(filter.mStaticShapes) sqFilterFlags |= PxQueryFlag::eSTATIC;
if(filter.mDynamicShapes) sqFilterFlags |= PxQueryFlag::eDYNAMIC;
if(filter.mFilterCallback)
{
if(filter.mPreFilter)
sqFilterFlags |= PxQueryFlag::ePREFILTER;
if(filter.mPostFilter)
sqFilterFlags |= PxQueryFlag::ePOSTFILTER;
}
// ### this one is dangerous
const PxBounds3 tmpBounds(toVec3(worldBounds.minimum), toVec3(worldBounds.maximum)); // LOSS OF ACCURACY
// PT: unfortunate conversion forced by the PxGeometry API
const PxVec3 center = tmpBounds.getCenter();
const PxVec3 extents = tmpBounds.getExtents();
const PxU32 size = 100;
PxOverlapHit hits[size];
PxQueryFilterData sceneQueryFilterData = filter.mFilterData ? PxQueryFilterData(*filter.mFilterData, sqFilterFlags) : PxQueryFilterData(sqFilterFlags);
PxOverlapBuffer hitBuffer(hits, size);
sceneQueryFilterData.flags |= PxQueryFlag::eNO_BLOCK; // fix for DE8255
scene->overlap(PxBoxGeometry(extents), PxTransform(center), hitBuffer, sceneQueryFilterData, filter.mFilterCallback);
PxU32 numberHits = hitBuffer.getNbAnyHits();
for(PxU32 i = 0; i < numberHits; i++)
{
const PxOverlapHit& hit = hitBuffer.getAnyHit(i);
PxShape* shape = hit.shape;
PxRigidActor* actor = hit.actor;
if(!shape || !actor)
continue;
// Filtering
// Discard all CCT shapes, i.e. kinematic actors we created ourselves. We don't need to collide with them since they're surrounded
// by the real CCT volume - and collisions with those are handled elsewhere.
if(internalData->cctShapeHashSet->contains(shape))
continue;
// Ubi (EA) : Discarding Triggers :
if(shape->getFlags() & PxShapeFlag::eTRIGGER_SHAPE)
continue;
// PT: here you might want to disable kinematic objects.
// Output shape to stream
const PxTransform globalPose = getShapeGlobalPose(*shape, *actor);
const PxGeometryType::Enum type = shape->getGeometryType(); // ### VIRTUAL!
if(type==PxGeometryType::eSPHERE) outputSphereToStream (shape, actor, globalPose, geomStream, Origin);
else if(type==PxGeometryType::eCAPSULE) outputCapsuleToStream (shape, actor, globalPose, geomStream, Origin);
else if(type==PxGeometryType::eBOX) outputBoxToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, nbTessellation);
else if(type==PxGeometryType::eTRIANGLEMESH) outputMeshToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, renderBuffer, nbTessellation);
else if(type==PxGeometryType::eHEIGHTFIELD) outputHeightFieldToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, renderBuffer, nbTessellation);
else if(type==PxGeometryType::eCONVEXMESH) outputConvexToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, renderBuffer, nbTessellation);
else if(type==PxGeometryType::ePLANE) outputPlaneToStream (shape, actor, globalPose, geomStream, worldTriangles, triIndicesArray, Origin, tmpBounds, params, renderBuffer);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "characterkinematic/PxControllerBehavior.h"
#include "CctCharacterControllerManager.h"
#include "CctObstacleContext.h"
// #### hmmm, in the down case, isn't reported length too big ? It contains our artificial up component,
// that might confuse the user
static void fillCCTHit(PxControllerHit& hit, const SweptContact& contact, const PxVec3& dir, float length, Controller* controller)
{
hit.controller = controller->getPxController();
hit.worldPos = contact.mWorldPos;
hit.worldNormal = contact.mWorldNormal;
hit.dir = dir;
hit.length = length;
}
static const PxU32 defaultBehaviorFlags = 0;
PxU32 Cct::shapeHitCallback(const InternalCBData_OnHit* userData, const SweptContact& contact, const PxVec3& dir, float length)
{
Controller* controller = static_cast<const PxInternalCBData_OnHit*>(userData)->controller;
PxControllerShapeHit hit;
fillCCTHit(hit, contact, dir, length, controller);
hit.shape = const_cast<PxShape*>(reinterpret_cast<const PxShape*>(contact.mGeom->mTGUserData));
hit.actor = const_cast<PxRigidActor*>(contact.mGeom->mActor);
hit.triangleIndex = contact.mTriangleIndex;
if(controller->mReportCallback)
controller->mReportCallback->onShapeHit(hit);
PxControllerBehaviorCallback* behaviorCB = controller->mBehaviorCallback;
return behaviorCB ? behaviorCB->getBehaviorFlags(*hit.shape, *hit.actor) : defaultBehaviorFlags;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static PX_FORCE_INLINE PxU32 handleObstacleHit(const PxObstacle& touchedObstacle, const ObstacleHandle& obstacleHandle, PxControllerObstacleHit& hit, const PxInternalCBData_OnHit* internalData, Controller* controller)
{
hit.userData = touchedObstacle.mUserData;
const_cast<PxInternalCBData_OnHit*>(internalData)->touchedObstacle = &touchedObstacle; // (*) PT: TODO: revisit
const_cast<PxInternalCBData_OnHit*>(internalData)->touchedObstacleHandle = obstacleHandle;
if(controller->mReportCallback)
controller->mReportCallback->onObstacleHit(hit);
PxControllerBehaviorCallback* behaviorCB = controller->mBehaviorCallback;
return behaviorCB ? behaviorCB->getBehaviorFlags(touchedObstacle) : defaultBehaviorFlags;
}
PxU32 Cct::userHitCallback(const InternalCBData_OnHit* userData, const SweptContact& contact, const PxVec3& dir, float length)
{
const PxInternalCBData_OnHit* internalData = static_cast<const PxInternalCBData_OnHit*>(userData);
Controller* controller = internalData->controller;
const PxU32 objectCode = PxU32(size_t(contact.mGeom->mTGUserData));
const UserObjectType type = decodeType(objectCode);
const PxU32 index = decodeIndex(objectCode);
if(type==USER_OBJECT_CCT)
{
PX_ASSERT(index<controller->getCctManager()->getNbControllers());
Controller** controllers = controller->getCctManager()->getControllers();
Controller* other = controllers[index];
PxControllersHit hit;
fillCCTHit(hit, contact, dir, length, controller);
hit.other = other->getPxController();
if(controller->mReportCallback)
controller->mReportCallback->onControllerHit(hit);
PxControllerBehaviorCallback* behaviorCB = controller->mBehaviorCallback;
return behaviorCB ? behaviorCB->getBehaviorFlags(*hit.other) : defaultBehaviorFlags;
}
else if(type==USER_OBJECT_BOX_OBSTACLE)
{
PX_ASSERT(internalData->obstacles);
PX_ASSERT(index<internalData->obstacles->mBoxObstacles.size());
PxControllerObstacleHit hit;
fillCCTHit(hit, contact, dir, length, controller);
const ObstacleContext::InternalBoxObstacle& obstacle = internalData->obstacles->mBoxObstacles[index];
const PxBoxObstacle& touchedObstacle = obstacle.mData;
return handleObstacleHit(touchedObstacle, obstacle.mHandle , hit, internalData, controller);
}
else if(type==USER_OBJECT_CAPSULE_OBSTACLE)
{
PX_ASSERT(internalData->obstacles);
PX_ASSERT(index<internalData->obstacles->mCapsuleObstacles.size());
PxControllerObstacleHit hit;
fillCCTHit(hit, contact, dir, length, controller);
const ObstacleContext::InternalCapsuleObstacle& obstacle = internalData->obstacles->mCapsuleObstacles[index];
const PxCapsuleObstacle& touchedObstacle = obstacle.mData;
return handleObstacleHit(touchedObstacle, obstacle.mHandle, hit, internalData, controller);
}
else PX_ASSERT(0);
return defaultBehaviorFlags;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////