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All rights reserved. #ifndef CCT_OBSTACLE_CONTEXT #define CCT_OBSTACLE_CONTEXT /* Exclude from documentation */ /** \cond */ #include "characterkinematic/PxControllerObstacles.h" #include "foundation/PxUserAllocated.h" #include "foundation/PxArray.h" namespace physx { struct PxGeomRaycastHit; namespace Cct { class CharacterControllerManager; typedef PxU32 Handle; class HandleManager : public PxUserAllocated { public: HandleManager(); ~HandleManager(); Handle Add(void* object); void Remove(Handle handle); void* GetObject(Handle handle) const; // Returns object according to handle. bool UpdateObject(Handle handle, void* object); PX_FORCE_INLINE PxU32 GetMaxNbObjects() const { return mMaxNbObjects; } //!< Returns max number of objects PX_FORCE_INLINE PxU32 GetNbObjects() const { return mCurrentNbObjects; } //!< Returns current number of objects PX_FORCE_INLINE void** GetObjects() const { return mObjects; } //!< Gets the complete list of objects PX_FORCE_INLINE void* PickObject(Handle handle) const { return mObjects[mOutToIn[PxU16(handle)]]; } private: // Physical list void** mObjects; //!< Physical list, with no holes but unsorted. PxU32 mCurrentNbObjects; //!< Current number of objects in the physical list. PxU32 mMaxNbObjects; //!< Maximum possible number of objects in the physical list. // Cross-references PxU16* mOutToIn; //!< Maps virtual indices (handles) to real ones. PxU16* mInToOut; //!< Maps real indices to virtual ones (handles). PxU16* mStamps; // Recycled locations PxU32 mNbFreeIndices; //!< Current number of free indices // Internal methods bool SetupLists(void** objects=NULL, PxU16* oti=NULL, PxU16* ito=NULL, PxU16* stamps=NULL); }; class ObstacleContext : public PxObstacleContext, public PxUserAllocated { PX_NOCOPY(ObstacleContext) public: ObstacleContext(CharacterControllerManager& ); virtual ~ObstacleContext(); // PxObstacleContext virtual void release() PX_OVERRIDE PX_FINAL; virtual PxControllerManager& getControllerManager() const PX_OVERRIDE PX_FINAL; virtual PxObstacleHandle addObstacle(const PxObstacle& obstacle) PX_OVERRIDE PX_FINAL; virtual bool removeObstacle(PxObstacleHandle handle) PX_OVERRIDE PX_FINAL; virtual bool updateObstacle(PxObstacleHandle handle, const PxObstacle& obstacle) PX_OVERRIDE PX_FINAL; virtual PxU32 getNbObstacles() const PX_OVERRIDE PX_FINAL; virtual const PxObstacle* getObstacle(PxU32 i) const PX_OVERRIDE PX_FINAL; virtual const PxObstacle* getObstacleByHandle(PxObstacleHandle handle) const PX_OVERRIDE PX_FINAL; //~PxObstacleContext const PxObstacle* raycastSingle(PxGeomRaycastHit& hit, const PxVec3& origin, const PxVec3& unitDir, PxReal distance, PxObstacleHandle& obstacleHandle) const; const PxObstacle* raycastSingle(PxGeomRaycastHit& hit, const PxObstacleHandle& obstacleHandle, const PxVec3& origin, const PxVec3& unitDir, PxReal distance) const; // raycast just one obstacle handle void onOriginShift(const PxVec3& shift); struct InternalBoxObstacle { InternalBoxObstacle(PxObstacleHandle handle, const PxBoxObstacle& data) : mHandle(handle), mData(data) {} PxObstacleHandle mHandle; PxBoxObstacle mData; }; PxArray mBoxObstacles; struct InternalCapsuleObstacle { InternalCapsuleObstacle(PxObstacleHandle handle, const PxCapsuleObstacle& data) : mHandle(handle), mData(data) {} PxObstacleHandle mHandle; PxCapsuleObstacle mData; }; PxArray mCapsuleObstacles; private: HandleManager mHandleManager; CharacterControllerManager& mCCTManager; }; } // namespace Cct } /** \endcond */ #endif