// // 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) 2008-2021 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef KINEMATIC_PLATFORM_H #define KINEMATIC_PLATFORM_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxTransform.h" #include "SampleAllocator.h" #include "SampleAllocatorSDKClasses.h" #include "characterkinematic/PxControllerObstacles.h" #include namespace physx { class PxRigidDynamic; } // PT: Captures the state of the platform. We decouple this data from the platform itself so that the // same platform path (const data) can be used by several platform instances. struct PlatformState { PlatformState(); PxTransform mPrevPose; PxReal mCurrentTime; PxReal mCurrentRotationTime; bool mFlip; }; enum LoopMode { LOOP_FLIP, LOOP_WRAP, }; class KinematicPlatform : public SampleAllocateable { public: KinematicPlatform(); ~KinematicPlatform(); void release(); void init(PxU32 nbPts, const PxVec3* pts, const PxTransform& globalPose, const PxQuat& localRot, PxRigidDynamic* actor, PxReal travelTime, PxReal rotationSpeed, LoopMode mode=LOOP_FLIP); void setBoxObstacle(ObstacleHandle handle, const PxBoxObstacle* boxObstacle); PxU32 getNbSegments() const; PxReal computeLength() const; bool getPoint(PxVec3& p, PxU32 seg, PxReal t) const; bool getPoint(PxVec3& p, PxReal t) const; void resync(); PX_FORCE_INLINE void updatePhysics(PxReal dtime) { updateState(mPhysicsState, NULL, dtime, true); } PX_FORCE_INLINE void updateRender(PxReal dtime, PxObstacleContext* obstacleContext) { updateState(mRenderState, obstacleContext, dtime, false); } PX_FORCE_INLINE PxReal getTravelTime() const { return mTravelTime; } PX_FORCE_INLINE void setTravelTime(PxReal t) { mTravelTime = t; } void setT(PxF32 t); PX_FORCE_INLINE const PxTransform& getPhysicsPose() const { return mPhysicsState.mPrevPose; } PX_FORCE_INLINE const PxTransform& getRenderPose() const { return mRenderState.mPrevPose; } PX_FORCE_INLINE PxRigidDynamic* getPhysicsActor() { return mActor; } PX_FORCE_INLINE PxReal getRotationSpeed() const { return mRotationSpeed; } PX_FORCE_INLINE void setRotationSpeed(PxReal s) { mRotationSpeed = s; } protected: PxQuat mLocalRot; // Local rotation (const data) PxU32 mNbPts; PxVec3Alloc* mPts; PxRigidDynamic* mActor; // Physics const PxBoxObstacle* mBoxObstacle; ObstacleHandle mObstacle; // Render PxReal mTravelTime; PxReal mRotationSpeed; LoopMode mMode; PlatformState mPhysicsState; PlatformState mRenderState; void updateState(PlatformState& state, PxObstacleContext* obstacleContext, PxReal dtime, bool updateActor) const; }; class KinematicPlatformManager : public SampleAllocateable { public: KinematicPlatformManager(); ~KinematicPlatformManager(); void release(); KinematicPlatform* createPlatform(PxU32 nbPts, const PxVec3* pts, const PxTransform& pose, const PxQuat& localRot, PxRigidDynamic* actor, PxReal platformSpeed, PxReal rotationSpeed, LoopMode mode=LOOP_FLIP); PX_FORCE_INLINE PxU32 getNbPlatforms() { return (PxU32)mPlatforms.size(); } PX_FORCE_INLINE KinematicPlatform** getPlatforms() { return &mPlatforms[0]; } PX_FORCE_INLINE PxF32 getElapsedTime() { return mElapsedPlatformTime; } PX_FORCE_INLINE void syncElapsedTime(float time) { mElapsedPlatformTime = time; } void updatePhysicsPlatforms(float dtime); protected: std::vector mPlatforms; PxF32 mElapsedPlatformTime; }; #endif