genesis-3d_engine/Engine/ExtIncludes/physX3/windows/characterkinematic/PxCapsuleController.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

224 lines
5.8 KiB
C++

// 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_CAPSULE_CONTROLLER
#define PX_PHYSICS_CCT_CAPSULE_CONTROLLER
/** \addtogroup character
@{
*/
#include "characterkinematic/PxCharacter.h"
#include "characterkinematic/PxController.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
struct PxCapsuleClimbingMode
{
enum Enum
{
eEASY, //!< Standard mode, let the capsule climb over surfaces according to impact normal
eCONSTRAINED, //!< Constrained mode, try to limit climbing according to the step offset
eLAST
};
};
/**
\brief A descriptor for a capsule character controller.
@see PxCapsuleController PxControllerDesc
*/
class PxCapsuleControllerDesc : public PxControllerDesc
{
public:
/**
\brief constructor sets to default.
*/
PX_INLINE PxCapsuleControllerDesc ();
PX_INLINE virtual ~PxCapsuleControllerDesc ();
/**
\brief (re)sets the structure to the default.
*/
PX_INLINE virtual void setToDefault();
/**
\brief returns true if the current settings are valid
\return True if the descriptor is valid.
*/
PX_INLINE virtual bool isValid() const;
/**
\brief The radius of the capsule
<b>Default:</b> 0.0
@see PxCapsuleController
*/
PxF32 radius;
/**
\brief The height of the controller
<b>Default:</b> 0.0
@see PxCapsuleController
*/
PxF32 height;
/**
\brief The climbing mode
<b>Default:</b> PxCapsuleClimbingMode::eEASY
@see PxCapsuleController
*/
PxCapsuleClimbingMode::Enum climbingMode;
};
PX_INLINE PxCapsuleControllerDesc::PxCapsuleControllerDesc () : PxControllerDesc(PxControllerShapeType::eCAPSULE)
{
radius = height = 0.0f;
climbingMode = PxCapsuleClimbingMode::eEASY;
}
PX_INLINE PxCapsuleControllerDesc::~PxCapsuleControllerDesc()
{
}
PX_INLINE void PxCapsuleControllerDesc::setToDefault()
{
*this = PxCapsuleControllerDesc();
}
PX_INLINE bool PxCapsuleControllerDesc::isValid() const
{
if(!PxControllerDesc::isValid()) return false;
if(radius<=0.0f) return false;
if(height<=0.0f) return false;
if(stepOffset>height+radius*2.0f) return false; // Prevents obvious mistakes
return true;
}
/**
\brief A capsule character controller.
The capsule is defined as a position, a vertical height, and a radius.
The height is the distance between the two sphere centers at the end of the capsule.
In other words:
p = pos (returned by controller)<br>
h = height<br>
r = radius<br>
p = center of capsule<br>
top sphere center = p.y + h*0.5<br>
bottom sphere center = p.y - h*0.5<br>
top capsule point = p.y + h*0.5 + r<br>
bottom capsule point = p.y - h*0.5 - r<br>
*/
class PxCapsuleController : public PxController
{
protected:
PX_INLINE PxCapsuleController() {}
virtual ~PxCapsuleController() {}
public:
/**
\brief Gets controller's radius.
\return The radius of the controller.
@see PxCapsuleControllerDesc.radius setRadius()
*/
virtual PxF32 getRadius() const = 0;
/**
\brief Sets controller's radius.
\warning this doesn't check for collisions.
\param[in] radius The new radius for the controller.
\return Currently always true.
@see PxCapsuleControllerDesc.radius getRadius()
*/
virtual bool setRadius(PxF32 radius) = 0;
/**
\brief Gets controller's height.
\return The height of the capsule controller.
@see PxCapsuleControllerDesc.height setHeight()
*/
virtual PxF32 getHeight() const = 0;
/**
\brief Resets controller's height.
\warning this doesn't check for collisions.
\param[in] height The new height for the controller.
\return Currently always true.
@see PxCapsuleControllerDesc.height getHeight()
*/
virtual bool setHeight(PxF32 height) = 0;
/**
\brief Gets controller's climbing mode.
\return The capsule controller's climbing mode.
@see PxCapsuleControllerDesc.climbingMode setClimbingMode()
*/
virtual PxCapsuleClimbingMode::Enum getClimbingMode() const = 0;
/**
\brief Sets controller's climbing mode.
\param[in] mode The capsule controller's climbing mode.
@see PxCapsuleControllerDesc.climbingMode getClimbingMode()
*/
virtual bool setClimbingMode(PxCapsuleClimbingMode::Enum mode) = 0;
};
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif