// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2013 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 PX_PHYSICS_CCT_OBSTACLES #define PX_PHYSICS_CCT_OBSTACLES /** \addtogroup character @{ */ #include "characterkinematic/PxCharacter.h" #include "characterkinematic/PxExtended.h" #include "geometry/PxGeometry.h" #ifndef PX_DOXYGEN namespace physx { #endif #define INVALID_OBSTACLE_HANDLE 0xffffffff /** \brief Base class for obstacles. @see PxBoxObstacle PxCapsuleObstacle PxObstacleContext */ class PxObstacle { protected: PxObstacle() : mType (PxGeometryType::eINVALID), mUserData (NULL), mPos (0.0, 0.0, 0.0), mRot (PxQuat::createIdentity()) {} ~PxObstacle() {} PxGeometryType::Enum mType; public: PX_FORCE_INLINE PxGeometryType::Enum getType() const { return mType; } void* mUserData; PxExtendedVec3 mPos; PxQuat mRot; }; /** \brief A box obstacle. @see PxObstacle PxCapsuleObstacle PxObstacleContext */ class PxBoxObstacle : public PxObstacle { public: PxBoxObstacle() : mHalfExtents(0.0f) { mType = PxGeometryType::eBOX; } ~PxBoxObstacle() {} PxVec3 mHalfExtents; }; /** \brief A capsule obstacle. @see PxBoxObstacle PxObstacle PxObstacleContext */ class PxCapsuleObstacle : public PxObstacle { public: PxCapsuleObstacle() : mHalfHeight (0.0f), mRadius (0.0f) { mType = PxGeometryType::eCAPSULE; } ~PxCapsuleObstacle() {} PxReal mHalfHeight; PxReal mRadius; }; typedef PxU32 ObstacleHandle; /** \brief Context class for obstacles. An obstacle context class contains and manages a set of user-defined obstacles. @see PxBoxObstacle PxCapsuleObstacle PxObstacle */ class PxObstacleContext { public: PxObstacleContext() {} virtual ~PxObstacleContext() {} /** \brief Releases the context. */ virtual void release() = 0; /** \brief Adds an obstacle to the context. \param [in] obstacle Obstacle data for the new obstacle. The data gets copied. \return Handle for newly-added obstacle */ virtual ObstacleHandle addObstacle(const PxObstacle& obstacle) = 0; /** \brief Removes an obstacle from the context. \param [in] handle Handle for the obstacle object that needs to be removed. \return True if success */ virtual bool removeObstacle(ObstacleHandle handle) = 0; /** \brief Updates data for an existing obstacle. \param [in] handle Handle for the obstacle object that needs to be updated. \param [in] obstacle New obstacle data \return True if success */ virtual bool updateObstacle(ObstacleHandle handle, const PxObstacle& obstacle) = 0; /** \brief Retrieves number of obstacles in the context. \return Number of obstacles in the context */ virtual PxU32 getNbObstacles() const = 0; /** \brief Retrieves desired obstacle. \param [in] i Obstacle index \return Desired obstacle */ virtual const PxObstacle* getObstacle(PxU32 i) const = 0; /** \brief Retrieves desired obstacle by given handle. \param [in] handle Obstacle handle \return Desired obstacle */ virtual const PxObstacle* getObstacleByHandle(ObstacleHandle handle) const = 0; }; #ifndef PX_DOXYGEN } #endif /** @} */ #endif