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physx/samples/samplecctsharedcode/SampleCCTActor.h
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physx/samples/samplecctsharedcode/SampleCCTActor.h
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//
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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) 2008-2021 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 SAMPLE_CCT_ACTOR_H
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#define SAMPLE_CCT_ACTOR_H
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#include "characterkinematic/PxExtended.h"
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#include "characterkinematic/PxController.h"
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#include "SamplePreprocessor.h"
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#include "SampleCCTJump.h"
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namespace physx
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{
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class PxController;
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class PxUserControllerHitReport;
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class PxControllerBehaviorCallback;
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class PxControllerManager;
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class PxPhysics;
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class PxScene;
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}
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using namespace physx;
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namespace SampleRenderer
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{
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class Renderer;
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}
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class RenderBaseActor;
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class PhysXSample;
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struct ControlledActorDesc
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{
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ControlledActorDesc();
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PxControllerShapeType::Enum mType;
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PxExtendedVec3 mPosition;
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float mSlopeLimit;
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float mContactOffset;
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float mStepOffset;
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float mInvisibleWallHeight;
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float mMaxJumpHeight;
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float mRadius;
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float mHeight;
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float mCrouchHeight;
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float mProxyDensity;
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float mProxyScale;
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float mVolumeGrowth;
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PxUserControllerHitReport* mReportCallback;
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PxControllerBehaviorCallback* mBehaviorCallback;
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};
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class ControlledActor : public SampleAllocateable
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{
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public:
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ControlledActor(PhysXSample& owner);
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virtual ~ControlledActor();
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PxController* init(const ControlledActorDesc& desc, PxControllerManager* manager);
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PxExtendedVec3 getFootPosition() const;
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void reset();
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void teleport(const PxVec3& pos);
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void sync();
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void tryStandup();
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void resizeController(PxReal height);
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void resizeStanding() { resizeController(mStandingSize); }
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void resizeCrouching() { resizeController(mCrouchingSize); }
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void jump(float force) { mJump.startJump(force); }
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PX_FORCE_INLINE RenderBaseActor* getRenderActorStanding() { return mRenderActorStanding; }
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PX_FORCE_INLINE RenderBaseActor* getRenderActorCrouching() { return mRenderActorCrouching; }
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PX_FORCE_INLINE PxController* getController() { return mController; }
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const Jump& getJump() const { return mJump; }
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protected:
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PhysXSample& mOwner;
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PxControllerShapeType::Enum mType;
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Jump mJump;
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PxExtendedVec3 mInitialPosition;
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PxVec3 mDelta;
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bool mTransferMomentum;
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PxController* mController;
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RenderBaseActor* mRenderActorStanding;
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RenderBaseActor* mRenderActorCrouching;
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PxReal mStandingSize;
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PxReal mCrouchingSize;
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PxReal mControllerRadius;
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bool mDoStandup;
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bool mIsCrouching;
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friend class SampleCCTCameraController;
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private:
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ControlledActor& operator=(const ControlledActor&);
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};
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void defaultCCTInteraction(const PxControllerShapeHit& hit);
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#endif
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