feat(physics): wire physx sdk into build
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129
engine/third_party/physx/source/physxcharacterkinematic/src/CctController.h
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129
engine/third_party/physx/source/physxcharacterkinematic/src/CctController.h
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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) 2008-2025 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_CONTROLLER
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#define CCT_CONTROLLER
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/* Exclude from documentation */
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/** \cond */
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#include "CctCharacterController.h"
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#include "foundation/PxUserAllocated.h"
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#include "foundation/PxMutex.h"
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namespace physx
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{
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class PxPhysics;
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class PxScene;
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class PxRigidDynamic;
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class PxGeometry;
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class PxMaterial;
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namespace Cct
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{
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class CharacterControllerManager;
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class Controller : public PxUserAllocated
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{
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PX_NOCOPY(Controller)
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public:
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Controller(const PxControllerDesc& desc, PxScene* scene);
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virtual ~Controller();
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void releaseInternal();
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void getInternalState(PxControllerState& state) const;
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void getInternalStats(PxControllerStats& stats) const;
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virtual PxF32 getHalfHeightInternal() const = 0;
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virtual bool getWorldBox(PxExtendedBounds3& box) const = 0;
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virtual PxController* getPxController() = 0;
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void onOriginShift(const PxVec3& shift);
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void onRelease(const PxBase& observed);
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void setCctManager(CharacterControllerManager* cm)
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{
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mManager = cm;
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mCctModule.setCctManager(cm);
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}
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PX_FORCE_INLINE CharacterControllerManager* getCctManager() { return mManager; }
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PX_FORCE_INLINE PxU64 getContextId() const { return PxU64(mScene); }
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PxControllerShapeType::Enum mType;
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// User params
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CCTParams mUserParams;
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PxUserControllerHitReport* mReportCallback;
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PxControllerBehaviorCallback* mBehaviorCallback;
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void* mUserData;
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// Internal data
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SweepTest mCctModule; // Internal CCT object. Optim test for Ubi.
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PxRigidDynamic* mKineActor; // Associated kinematic actor
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PxExtendedVec3 mPosition; // Current position
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PxVec3 mDeltaXP;
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PxVec3 mOverlapRecover;
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PxScene* mScene; // Handy scene owner
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PxU32 mPreviousSceneTimestamp;
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PxF64 mGlobalTime;
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PxF64 mPreviousGlobalTime;
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PxF32 mProxyDensity; // Density for proxy actor
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PxF32 mProxyScaleCoeff; // Scale coeff for proxy actor
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PxControllerCollisionFlags mCollisionFlags; // Last known collision flags (PxControllerCollisionFlag)
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bool mCachedStandingOnMoving;
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bool mRegisterDeletionListener;
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mutable PxMutex mWriteLock; // Lock used for guarding touched pointers and cache data from overwriting
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// during onRelease call.
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protected:
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// Internal methods
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void setUpDirectionInternal(const PxVec3& up);
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PxShape* getKineShape() const;
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bool createProxyActor(PxPhysics& sdk, const PxGeometry& geometry, const PxMaterial& material, PxClientID clientID);
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bool setPos(const PxExtendedVec3& pos);
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void findTouchedObject(const PxControllerFilters& filters, const PxObstacleContext* obstacleContext, const PxVec3& upDirection);
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bool rideOnTouchedObject(SweptVolume& volume, const PxVec3& upDirection, PxVec3& disp, const PxObstacleContext* obstacleContext);
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PxControllerCollisionFlags move(SweptVolume& volume, const PxVec3& disp, PxF32 minDist, PxF32 elapsedTime, const PxControllerFilters& filters, const PxObstacleContext* obstacles, bool constrainedClimbingMode);
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bool filterTouchedShape(const PxControllerFilters& filters);
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PX_FORCE_INLINE float computeTimeCoeff()
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{
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const float elapsedTime = float(mGlobalTime - mPreviousGlobalTime);
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mPreviousGlobalTime = mGlobalTime;
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return 1.0f / elapsedTime;
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}
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CharacterControllerManager* mManager; // Owner manager
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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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