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