Projekt_Grafika/dependencies/physx-4.1/source/physxcharacterkinematic/src/CctController.cpp

237 lines
8.7 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 "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<PxShape*>(mCctModule.mTouchedShape.get());
state.touchedActor = const_cast<PxRigidActor*>(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;
}