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