137 lines
5.3 KiB
C++
137 lines
5.3 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef CCT_OBSTACLE_CONTEXT
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#define CCT_OBSTACLE_CONTEXT
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/* Exclude from documentation */
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/** \cond */
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#include "characterkinematic/PxControllerObstacles.h"
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#include "PsUserAllocated.h"
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#include "PsArray.h"
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#include "CmPhysXCommon.h"
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namespace physx
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{
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struct PxRaycastHit;
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namespace Cct
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{
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class CharacterControllerManager;
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typedef PxU32 Handle;
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class HandleManager : public Ps::UserAllocated
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{
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public:
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HandleManager();
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~HandleManager();
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Handle Add(void* object);
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void Remove(Handle handle);
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void* GetObject(Handle handle) const; // Returns object according to handle.
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bool UpdateObject(Handle handle, void* object);
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PX_FORCE_INLINE PxU32 GetMaxNbObjects() const { return mMaxNbObjects; } //!< Returns max number of objects
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PX_FORCE_INLINE PxU32 GetNbObjects() const { return mCurrentNbObjects; } //!< Returns current number of objects
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PX_FORCE_INLINE void** GetObjects() const { return mObjects; } //!< Gets the complete list of objects
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PX_FORCE_INLINE void* PickObject(Handle handle) const { return mObjects[mOutToIn[PxU16(handle)]]; }
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private:
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// Physical list
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void** mObjects; //!< Physical list, with no holes but unsorted.
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PxU32 mCurrentNbObjects; //!< Current number of objects in the physical list.
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PxU32 mMaxNbObjects; //!< Maximum possible number of objects in the physical list.
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// Cross-references
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PxU16* mOutToIn; //!< Maps virtual indices (handles) to real ones.
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PxU16* mInToOut; //!< Maps real indices to virtual ones (handles).
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PxU16* mStamps;
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// Recycled locations
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PxU32 mNbFreeIndices; //!< Current number of free indices
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// Internal methods
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bool SetupLists(void** objects=NULL, PxU16* oti=NULL, PxU16* ito=NULL, PxU16* stamps=NULL);
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};
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class ObstacleContext : public PxObstacleContext, public Ps::UserAllocated
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{
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public:
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ObstacleContext(CharacterControllerManager& );
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virtual ~ObstacleContext();
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// PxObstacleContext
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virtual void release();
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virtual PxControllerManager& getControllerManager() const;
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virtual ObstacleHandle addObstacle(const PxObstacle& obstacle);
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virtual bool removeObstacle(ObstacleHandle handle);
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virtual bool updateObstacle(ObstacleHandle handle, const PxObstacle& obstacle);
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virtual PxU32 getNbObstacles() const;
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virtual const PxObstacle* getObstacle(PxU32 i) const;
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virtual const PxObstacle* getObstacleByHandle(ObstacleHandle handle) const;
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//~PxObstacleContext
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const PxObstacle* raycastSingle(PxRaycastHit& hit, const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, ObstacleHandle& obstacleHandle) const;
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const PxObstacle* raycastSingle(PxRaycastHit& hit, const ObstacleHandle& obstacleHandle, const PxVec3& origin, const PxVec3& unitDir, const PxReal distance) const; // raycast just one obstacle handle
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void onOriginShift(const PxVec3& shift);
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struct InternalBoxObstacle
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{
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InternalBoxObstacle(ObstacleHandle handle, const PxBoxObstacle& data) : mHandle(handle), mData(data) {}
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ObstacleHandle mHandle;
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PxBoxObstacle mData;
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};
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Ps::Array<InternalBoxObstacle> mBoxObstacles;
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struct InternalCapsuleObstacle
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{
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InternalCapsuleObstacle(ObstacleHandle handle, const PxCapsuleObstacle& data) : mHandle(handle), mData(data) {}
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ObstacleHandle mHandle;
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PxCapsuleObstacle mData;
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};
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Ps::Array<InternalCapsuleObstacle> mCapsuleObstacles;
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private:
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ObstacleContext& operator=(const ObstacleContext&);
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HandleManager mHandleManager;
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CharacterControllerManager& mCCTManager;
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};
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} // namespace Cct
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}
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/** \endcond */
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#endif
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