genesis-3d_engine/Engine/ExtIncludes/physX3/windows/characterkinematic/PxControllerObstacles.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

187 lines
5.0 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_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