Files
PhysX4.1/physx/samples/samplecctsharedcode/SampleCCTActor.h
2025-11-28 23:13:44 +05:30

128 lines
4.3 KiB
C++

//
// 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