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PhysX4.1/physx/samples/samplecustomgravity/SampleCustomGravity_CCT.cpp
2025-11-28 23:13:44 +05:30

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//
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// 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.
#include "PxPhysicsAPI.h"
#include "characterkinematic/PxControllerManager.h"
#include "characterkinematic/PxBoxController.h"
#include "characterkinematic/PxCapsuleController.h"
#include "geometry/PxMeshQuery.h"
#include "geometry/PxTriangle.h"
#include "SampleCustomGravity.h"
#include "SampleCustomGravityCameraController.h"
#include "SampleCCTActor.h"
#include "SampleCustomGravityInputEventIds.h"
#include <SampleUserInputDefines.h>
#include <SamplePlatform.h>
#include <SampleUserInputIds.h>
#include "RenderBaseActor.h"
#include "RenderBoxActor.h"
#include "RenderCapsuleActor.h"
using namespace SampleRenderer;
using namespace SampleFramework;
#ifdef USE_BOX_CONTROLLER
PxBoxController* SampleCustomGravity::createCharacter(const PxExtendedVec3& position)
#else
PxCapsuleController* SampleCustomGravity::createCharacter(const PxExtendedVec3& position)
#endif
{
const float height = 2.0f;
// const float height = 1e-6f; // PT: TODO: make it work with 0?
#ifdef USE_BOX_CONTROLLER
PxBoxControllerDesc cDesc;
cDesc.halfHeight = height;
cDesc.halfSideExtent = mControllerRadius;
cDesc.halfForwardExtent = mControllerRadius;
#else
PxCapsuleControllerDesc cDesc;
cDesc.height = height;
cDesc.radius = mControllerRadius;
#endif
cDesc.material = &getDefaultMaterial();
cDesc.position = position;
cDesc.slopeLimit = SLOPE_LIMIT;
cDesc.contactOffset = CONTACT_OFFSET;
cDesc.stepOffset = STEP_OFFSET;
cDesc.invisibleWallHeight = INVISIBLE_WALLS_HEIGHT;
cDesc.maxJumpHeight = MAX_JUMP_HEIGHT;
cDesc.reportCallback = this;
mControllerInitialPosition = cDesc.position;
#ifdef USE_BOX_CONTROLLER
PxBoxController* ctrl = static_cast<PxBoxController*>(mControllerManager->createController(cDesc));
#else
PxCapsuleController* ctrl = static_cast<PxCapsuleController*>(mControllerManager->createController(cDesc));
#endif
// remove controller shape from scene query for standup overlap test
PxRigidDynamic* actor = ctrl->getActor();
if(actor)
{
if(actor->getNbShapes())
{
PxShape* ctrlShape;
actor->getShapes(&ctrlShape,1);
ctrlShape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, false);
#ifdef USE_BOX_CONTROLLER
const PxVec3 standingExtents(mControllerRadius, height, mControllerRadius);
mRenderActor = SAMPLE_NEW(RenderBoxActor)(*getRenderer(), standingExtents);
#else
mRenderActor = SAMPLE_NEW(RenderCapsuleActor)(*getRenderer(), mControllerRadius, height*0.5f);
#endif
if(mRenderActor)
mRenderActors.push_back(mRenderActor);
}
else
fatalError("character actor has no shape");
}
else
fatalError("character could not create actor");
// uncomment the next line to render the character
//createRenderObjectsFromActor(ctrl->getActor());
return ctrl;
}
void SampleCustomGravity::onShapeHit(const PxControllerShapeHit& hit)
{
PX_ASSERT(hit.shape);
// PT: TODO: rewrite this
if(hit.triangleIndex!=PxU32(-1))
{
PxTriangleMeshGeometry meshGeom;
PxHeightFieldGeometry hfGeom;
if(hit.shape->getTriangleMeshGeometry(meshGeom))
{
PxTriangle touchedTriangle;
PxMeshQuery::getTriangle(meshGeom, PxShapeExt::getGlobalPose(*hit.shape, *hit.shape->getActor()), hit.triangleIndex, touchedTriangle, NULL/*, NULL, NULL*/);
mValidTouchedTriangle = true;
mTouchedTriangle[0] = touchedTriangle.verts[0];
mTouchedTriangle[1] = touchedTriangle.verts[1];
mTouchedTriangle[2] = touchedTriangle.verts[2];
}
else if(hit.shape->getHeightFieldGeometry(hfGeom))
{
PxTriangle touchedTriangle;
PxMeshQuery::getTriangle(hfGeom, PxShapeExt::getGlobalPose(*hit.shape, *hit.shape->getActor()), hit.triangleIndex, touchedTriangle, NULL/*, NULL, NULL*/);
mValidTouchedTriangle = true;
mTouchedTriangle[0] = touchedTriangle.verts[0];
mTouchedTriangle[1] = touchedTriangle.verts[1];
mTouchedTriangle[2] = touchedTriangle.verts[2];
}
}
defaultCCTInteraction(hit);
}
void SampleCustomGravity::resetScene()
{
#ifdef USE_BOX_CONTROLLER
mBoxController->setPosition(mControllerInitialPosition);
#else
mCapsuleController->setPosition(mControllerInitialPosition);
#endif
mCCTCamera->setView(0,0);
/* while(mPhysicsActors.size())
{
PxRigidActor* actor = mPhysicsActors.back();
removeActor(actor);
}*/
}
void SampleCustomGravity::collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents)
{
PhysXSample::collectInputEvents(inputEvents);
//digital keyboard events
DIGITAL_INPUT_EVENT_DEF(DRAW_WALLS, WKEY_B, OSXKEY_B, LINUXKEY_B );
DIGITAL_INPUT_EVENT_DEF(DEBUG_RENDER, WKEY_J, OSXKEY_J, LINUXKEY_J );
DIGITAL_INPUT_EVENT_DEF(RELEASE_TOUCH_SHAPE, WKEY_T, OSXKEY_T, LINUXKEY_T );
//digital mouse events
DIGITAL_INPUT_EVENT_DEF(RAYCAST_HIT, MOUSE_BUTTON_RIGHT, MOUSE_BUTTON_RIGHT, MOUSE_BUTTON_RIGHT );
}
void SampleCustomGravity::onDigitalInputEvent(const SampleFramework::InputEvent& ie, bool val)
{
if(val)
{
switch(ie.m_Id)
{
case RESET_SCENE:
{
resetScene();
}
break;
case DRAW_WALLS:
{
mDrawInvisibleWalls = !mDrawInvisibleWalls;
}
break;
case DEBUG_RENDER:
{
mEnableCCTDebugRender = !mEnableCCTDebugRender;
}
break;
case RELEASE_TOUCH_SHAPE:
{
#ifndef USE_BOX_CONTROLLER
PxControllerState state;
mCapsuleController->getState(state);
if (state.touchedShape && (!state.touchedShape->getActor()->is<PxRigidStatic>()))
{
PxRigidActor* actor = state.touchedShape->getActor();
std::vector<PxRigidDynamic*>::iterator i;
for(i=mDebugActors.begin(); i != mDebugActors.end(); i++)
{
if ((*i) == actor)
{
mDebugActors.erase(i);
break;
}
}
removeActor(actor);
}
#endif
}
break;
default:
break;
};
}
PhysXSample::onDigitalInputEvent(ie,val);
}