6e8fbca745
match the genesis editor version 1.3.0.653.
187 lines
5.0 KiB
C++
187 lines
5.0 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 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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#ifndef PX_PHYSICS_CCT_OBSTACLES
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#define PX_PHYSICS_CCT_OBSTACLES
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/** \addtogroup character
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@{
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*/
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#include "characterkinematic/PxCharacter.h"
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#include "characterkinematic/PxExtended.h"
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#include "geometry/PxGeometry.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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#define INVALID_OBSTACLE_HANDLE 0xffffffff
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/**
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\brief Base class for obstacles.
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@see PxBoxObstacle PxCapsuleObstacle PxObstacleContext
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*/
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class PxObstacle
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{
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protected:
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PxObstacle() :
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mType (PxGeometryType::eINVALID),
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mUserData (NULL),
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mPos (0.0, 0.0, 0.0),
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mRot (PxQuat::createIdentity())
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{}
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~PxObstacle() {}
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PxGeometryType::Enum mType;
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public:
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PX_FORCE_INLINE PxGeometryType::Enum getType() const { return mType; }
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void* mUserData;
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PxExtendedVec3 mPos;
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PxQuat mRot;
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};
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/**
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\brief A box obstacle.
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@see PxObstacle PxCapsuleObstacle PxObstacleContext
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*/
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class PxBoxObstacle : public PxObstacle
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{
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public:
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PxBoxObstacle() :
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mHalfExtents(0.0f)
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{ mType = PxGeometryType::eBOX; }
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~PxBoxObstacle() {}
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PxVec3 mHalfExtents;
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};
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/**
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\brief A capsule obstacle.
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@see PxBoxObstacle PxObstacle PxObstacleContext
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*/
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class PxCapsuleObstacle : public PxObstacle
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{
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public:
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PxCapsuleObstacle() :
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mHalfHeight (0.0f),
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mRadius (0.0f)
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{ mType = PxGeometryType::eCAPSULE; }
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~PxCapsuleObstacle() {}
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PxReal mHalfHeight;
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PxReal mRadius;
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};
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typedef PxU32 ObstacleHandle;
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/**
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\brief Context class for obstacles.
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An obstacle context class contains and manages a set of user-defined obstacles.
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@see PxBoxObstacle PxCapsuleObstacle PxObstacle
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*/
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class PxObstacleContext
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{
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public:
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PxObstacleContext() {}
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virtual ~PxObstacleContext() {}
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/**
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\brief Releases the context.
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*/
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virtual void release() = 0;
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/**
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\brief Adds an obstacle to the context.
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\param [in] obstacle Obstacle data for the new obstacle. The data gets copied.
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\return Handle for newly-added obstacle
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*/
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virtual ObstacleHandle addObstacle(const PxObstacle& obstacle) = 0;
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/**
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\brief Removes an obstacle from the context.
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\param [in] handle Handle for the obstacle object that needs to be removed.
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\return True if success
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*/
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virtual bool removeObstacle(ObstacleHandle handle) = 0;
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/**
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\brief Updates data for an existing obstacle.
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\param [in] handle Handle for the obstacle object that needs to be updated.
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\param [in] obstacle New obstacle data
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\return True if success
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*/
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virtual bool updateObstacle(ObstacleHandle handle, const PxObstacle& obstacle) = 0;
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/**
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\brief Retrieves number of obstacles in the context.
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\return Number of obstacles in the context
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*/
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virtual PxU32 getNbObstacles() const = 0;
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/**
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\brief Retrieves desired obstacle.
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\param [in] i Obstacle index
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\return Desired obstacle
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*/
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virtual const PxObstacle* getObstacle(PxU32 i) const = 0;
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/**
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\brief Retrieves desired obstacle by given handle.
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\param [in] handle Obstacle handle
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\return Desired obstacle
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*/
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virtual const PxObstacle* getObstacleByHandle(ObstacleHandle handle) const = 0;
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};
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#ifndef PX_DOXYGEN
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}
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#endif
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/** @} */
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#endif
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