BsPhysXCharacterController.cpp 7.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsPhysXCharacterController.h"
  4. #include "Utility/BsTime.h"
  5. #include "BsPhysX.h"
  6. #include "Components/BsCCollider.h"
  7. #include "characterkinematic/PxControllerManager.h"
  8. using namespace physx;
  9. namespace bs
  10. {
  11. PxExtendedVec3 toPxExtVector(const Vector3& input)
  12. {
  13. return PxExtendedVec3(input.x, input.y, input.z);
  14. }
  15. Vector3 fromPxExtVector(const PxExtendedVec3& input)
  16. {
  17. return Vector3((float)input.x, (float)input.y, (float)input.z);
  18. }
  19. PxCapsuleClimbingMode::Enum toPxEnum(CharacterClimbingMode value)
  20. {
  21. return value == CharacterClimbingMode::Normal
  22. ? PxCapsuleClimbingMode::eEASY
  23. : PxCapsuleClimbingMode::eCONSTRAINED;
  24. }
  25. PxControllerNonWalkableMode::Enum toPxEnum(CharacterNonWalkableMode value)
  26. {
  27. return value == CharacterNonWalkableMode::Prevent
  28. ? PxControllerNonWalkableMode::ePREVENT_CLIMBING
  29. : PxControllerNonWalkableMode::ePREVENT_CLIMBING_AND_FORCE_SLIDING;
  30. }
  31. CharacterClimbingMode fromPxEnum(PxCapsuleClimbingMode::Enum value)
  32. {
  33. return value == PxCapsuleClimbingMode::eEASY
  34. ? CharacterClimbingMode::Normal
  35. : CharacterClimbingMode::Constrained;
  36. }
  37. CharacterNonWalkableMode fromPxEnum(PxControllerNonWalkableMode::Enum value)
  38. {
  39. return value == PxControllerNonWalkableMode::ePREVENT_CLIMBING
  40. ? CharacterNonWalkableMode::Prevent
  41. : CharacterNonWalkableMode::PreventAndSlide;
  42. }
  43. PxCapsuleControllerDesc toPxDesc(const CHAR_CONTROLLER_DESC& desc)
  44. {
  45. PxCapsuleControllerDesc output;
  46. output.climbingMode = toPxEnum(desc.climbingMode);
  47. output.nonWalkableMode = toPxEnum(desc.nonWalkableMode);
  48. output.contactOffset = desc.contactOffset;
  49. output.stepOffset = desc.stepOffset;
  50. output.slopeLimit = desc.slopeLimit.valueRadians();
  51. output.height = desc.height;
  52. output.radius = desc.radius;
  53. output.upDirection = toPxVector(desc.up);
  54. output.position = toPxExtVector(desc.position);
  55. return output;
  56. }
  57. PhysXCharacterController::PhysXCharacterController(PxControllerManager* manager, const CHAR_CONTROLLER_DESC& desc)
  58. :CharacterController(desc)
  59. {
  60. PxCapsuleControllerDesc pxDesc = toPxDesc(desc);
  61. pxDesc.reportCallback = this;
  62. pxDesc.material = gPhysX().getDefaultMaterial();
  63. mController = static_cast<PxCapsuleController*>(manager->createController(pxDesc));
  64. mController->setUserData(this);
  65. }
  66. PhysXCharacterController::~PhysXCharacterController()
  67. {
  68. mController->setUserData(nullptr);
  69. mController->release();
  70. }
  71. CharacterCollisionFlags PhysXCharacterController::move(const Vector3& displacement)
  72. {
  73. PxControllerFilters filters;
  74. filters.mFilterCallback = this;
  75. filters.mFilterFlags = PxQueryFlag::eANY_HIT | PxQueryFlag::eSTATIC | PxQueryFlag::eDYNAMIC | PxQueryFlag::ePREFILTER;
  76. filters.mCCTFilterCallback = this;
  77. float curTime = gTime().getTime();
  78. float delta = curTime - mLastMoveCall;
  79. mLastMoveCall = curTime;
  80. PxControllerCollisionFlags collisionFlag = mController->move(toPxVector(displacement), mMinMoveDistance, delta, filters);
  81. CharacterCollisionFlags output;
  82. if (collisionFlag.isSet(PxControllerCollisionFlag::eCOLLISION_DOWN))
  83. output.set(CharacterCollisionFlag::Down);
  84. if (collisionFlag.isSet(PxControllerCollisionFlag::eCOLLISION_UP))
  85. output.set(CharacterCollisionFlag::Up);
  86. if (collisionFlag.isSet(PxControllerCollisionFlag::eCOLLISION_SIDES))
  87. output.set(CharacterCollisionFlag::Sides);
  88. return output;
  89. }
  90. Vector3 PhysXCharacterController::getPosition() const
  91. {
  92. return fromPxExtVector(mController->getPosition());
  93. }
  94. void PhysXCharacterController::setPosition(const Vector3& position)
  95. {
  96. mController->setPosition(toPxExtVector(position));
  97. }
  98. Vector3 PhysXCharacterController::getFootPosition() const
  99. {
  100. return fromPxExtVector(mController->getFootPosition());
  101. }
  102. void PhysXCharacterController::setFootPosition(const Vector3& position)
  103. {
  104. mController->setFootPosition(toPxExtVector(position));
  105. }
  106. float PhysXCharacterController::getRadius() const
  107. {
  108. return mController->getRadius();
  109. }
  110. void PhysXCharacterController::setRadius(float radius)
  111. {
  112. mController->setRadius(radius);
  113. }
  114. float PhysXCharacterController::getHeight() const
  115. {
  116. return mController->getHeight();
  117. }
  118. void PhysXCharacterController::setHeight(float height)
  119. {
  120. mController->setHeight(height);
  121. }
  122. Vector3 PhysXCharacterController::getUp() const
  123. {
  124. return fromPxVector(mController->getUpDirection());
  125. }
  126. void PhysXCharacterController::setUp(const Vector3& up)
  127. {
  128. mController->setUpDirection(toPxVector(up));
  129. }
  130. CharacterClimbingMode PhysXCharacterController::getClimbingMode() const
  131. {
  132. return fromPxEnum(mController->getClimbingMode());
  133. }
  134. void PhysXCharacterController::setClimbingMode(CharacterClimbingMode mode)
  135. {
  136. mController->setClimbingMode(toPxEnum(mode));
  137. }
  138. CharacterNonWalkableMode PhysXCharacterController::getNonWalkableMode() const
  139. {
  140. return fromPxEnum(mController->getNonWalkableMode());
  141. }
  142. void PhysXCharacterController::setNonWalkableMode(CharacterNonWalkableMode mode)
  143. {
  144. mController->setNonWalkableMode(toPxEnum(mode));
  145. }
  146. float PhysXCharacterController::getMinMoveDistance() const
  147. {
  148. return mMinMoveDistance;
  149. }
  150. void PhysXCharacterController::setMinMoveDistance(float value)
  151. {
  152. mMinMoveDistance = value;
  153. }
  154. float PhysXCharacterController::getContactOffset() const
  155. {
  156. return mController->getContactOffset();
  157. }
  158. void PhysXCharacterController::setContactOffset(float value)
  159. {
  160. mController->setContactOffset(value);
  161. }
  162. float PhysXCharacterController::getStepOffset() const
  163. {
  164. return mController->getStepOffset();
  165. }
  166. void PhysXCharacterController::setStepOffset(float value)
  167. {
  168. mController->setStepOffset(value);
  169. }
  170. Radian PhysXCharacterController::getSlopeLimit() const
  171. {
  172. return Radian(mController->getSlopeLimit());
  173. }
  174. void PhysXCharacterController::setSlopeLimit(Radian value)
  175. {
  176. mController->setSlopeLimit(value.valueRadians());
  177. }
  178. void PhysXCharacterController::onShapeHit(const PxControllerShapeHit& hit)
  179. {
  180. if (onColliderHit.empty())
  181. return;
  182. ControllerColliderCollision collision;
  183. collision.position = fromPxExtVector(hit.worldPos);
  184. collision.normal = fromPxVector(hit.worldNormal);
  185. collision.motionDir = fromPxVector(hit.dir);
  186. collision.motionAmount = hit.length;
  187. collision.triangleIndex = hit.triangleIndex;
  188. collision.colliderRaw = (Collider*)hit.shape->userData;
  189. onColliderHit(collision);
  190. }
  191. void PhysXCharacterController::onControllerHit(const PxControllersHit& hit)
  192. {
  193. if (CharacterController::onControllerHit.empty())
  194. return;
  195. ControllerControllerCollision collision;
  196. collision.position = fromPxExtVector(hit.worldPos);
  197. collision.normal = fromPxVector(hit.worldNormal);
  198. collision.motionDir = fromPxVector(hit.dir);
  199. collision.motionAmount = hit.length;
  200. collision.controllerRaw = (CharacterController*)hit.controller->getUserData();
  201. CharacterController::onControllerHit(collision);
  202. }
  203. PxQueryHitType::Enum PhysXCharacterController::preFilter(const PxFilterData& filterData, const PxShape* shape,
  204. const PxRigidActor* actor, PxHitFlags& queryFlags)
  205. {
  206. PxFilterData colliderFilterData = shape->getSimulationFilterData();
  207. UINT64 colliderLayer = *(UINT64*)&colliderFilterData.word0;
  208. bool canCollide = gPhysics().isCollisionEnabled(colliderLayer, getLayer());
  209. if(canCollide)
  210. return PxSceneQueryHitType::eBLOCK;
  211. return PxSceneQueryHitType::eNONE;
  212. }
  213. PxQueryHitType::Enum PhysXCharacterController::postFilter(const PxFilterData& filterData,
  214. const PxQueryHit& hit)
  215. {
  216. return PxSceneQueryHitType::eBLOCK;
  217. }
  218. bool PhysXCharacterController::filter(const PxController& a, const PxController& b)
  219. {
  220. CharacterController* controllerA = (CharacterController*)a.getUserData();
  221. CharacterController* controllerB = (CharacterController*)b.getUserData();
  222. bool canCollide = gPhysics().isCollisionEnabled(controllerA->getLayer(), controllerB->getLayer());
  223. return canCollide;
  224. }
  225. }