BsPhysXCharacterController.cpp 8.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsPhysXCharacterController.h"
  4. #include "BsTime.h"
  5. #include "BsPhysX.h"
  6. #include "BsCCollider.h"
  7. #include "characterkinematic\PxControllerManager.h"
  8. using namespace physx;
  9. namespace BansheeEngine
  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. mController = static_cast<PxCapsuleController*>(manager->createController(pxDesc));
  63. mController->setUserData(this);
  64. }
  65. PhysXCharacterController::~PhysXCharacterController()
  66. {
  67. mController->release();
  68. }
  69. CharacterCollisionFlags PhysXCharacterController::move(const Vector3& displacement)
  70. {
  71. PxControllerFilters filters;
  72. filters.mFilterCallback = this;
  73. filters.mFilterFlags = PxQueryFlag::eANY_HIT | PxQueryFlag::eSTATIC | PxQueryFlag::eDYNAMIC | PxQueryFlag::ePREFILTER;
  74. filters.mCCTFilterCallback = this;
  75. float curTime = gTime().getTime();
  76. float delta = curTime - mLastMoveCall;
  77. mLastMoveCall = curTime;
  78. PxControllerCollisionFlags collisionFlag = mController->move(toPxVector(displacement), mMinMoveDistance, delta, filters);
  79. CharacterCollisionFlags output;
  80. if (collisionFlag.isSet(PxControllerCollisionFlag::eCOLLISION_DOWN))
  81. output.set(CharacterCollisionFlag::Down);
  82. if (collisionFlag.isSet(PxControllerCollisionFlag::eCOLLISION_UP))
  83. output.set(CharacterCollisionFlag::Up);
  84. if (collisionFlag.isSet(PxControllerCollisionFlag::eCOLLISION_SIDES))
  85. output.set(CharacterCollisionFlag::Sides);
  86. return output;
  87. }
  88. Vector3 PhysXCharacterController::getPosition() const
  89. {
  90. return fromPxExtVector(mController->getPosition());
  91. }
  92. void PhysXCharacterController::setPosition(const Vector3& position)
  93. {
  94. mController->setPosition(toPxExtVector(position));
  95. }
  96. Vector3 PhysXCharacterController::getFootPosition() const
  97. {
  98. return fromPxExtVector(mController->getFootPosition());
  99. }
  100. void PhysXCharacterController::setFootPosition(const Vector3& position)
  101. {
  102. mController->setFootPosition(toPxExtVector(position));
  103. }
  104. float PhysXCharacterController::getRadius() const
  105. {
  106. return mController->getRadius();
  107. }
  108. void PhysXCharacterController::setRadius(float radius)
  109. {
  110. mController->setRadius(radius);
  111. }
  112. float PhysXCharacterController::getHeight() const
  113. {
  114. return mController->getHeight();
  115. }
  116. void PhysXCharacterController::setHeight(float height)
  117. {
  118. mController->setHeight(height);
  119. }
  120. Vector3 PhysXCharacterController::getUp() const
  121. {
  122. return fromPxVector(mController->getUpDirection());
  123. }
  124. void PhysXCharacterController::setUp(const Vector3& up)
  125. {
  126. mController->setUpDirection(toPxVector(up));
  127. }
  128. CharacterClimbingMode PhysXCharacterController::getClimbingMode() const
  129. {
  130. return fromPxEnum(mController->getClimbingMode());
  131. }
  132. void PhysXCharacterController::setClimbingMode(CharacterClimbingMode mode)
  133. {
  134. mController->setClimbingMode(toPxEnum(mode));
  135. }
  136. CharacterNonWalkableMode PhysXCharacterController::getNonWalkableMode() const
  137. {
  138. return fromPxEnum(mController->getNonWalkableMode());
  139. }
  140. void PhysXCharacterController::setNonWalkableMode(CharacterNonWalkableMode mode)
  141. {
  142. mController->setNonWalkableMode(toPxEnum(mode));
  143. }
  144. float PhysXCharacterController::getMinMoveDistance() const
  145. {
  146. return mMinMoveDistance;
  147. }
  148. void PhysXCharacterController::setMinMoveDistance(float value)
  149. {
  150. mMinMoveDistance = value;
  151. }
  152. float PhysXCharacterController::getContactOffset() const
  153. {
  154. return mController->getContactOffset();
  155. }
  156. void PhysXCharacterController::setContactOffset(float value)
  157. {
  158. mController->setContactOffset(value);
  159. }
  160. float PhysXCharacterController::getStepOffset() const
  161. {
  162. return mController->getStepOffset();
  163. }
  164. void PhysXCharacterController::setStepOffset(float value)
  165. {
  166. mController->setStepOffset(value);
  167. }
  168. Radian PhysXCharacterController::getSlopeLimit() const
  169. {
  170. return Radian(mController->getSlopeLimit());
  171. }
  172. void PhysXCharacterController::setSlopeLimit(Radian value)
  173. {
  174. mController->setSlopeLimit(value.valueRadians());
  175. }
  176. void PhysXCharacterController::onShapeHit(const PxControllerShapeHit& hit)
  177. {
  178. if (onColliderHit.empty())
  179. return;
  180. ControllerColliderCollision collision;
  181. collision.position = fromPxExtVector(hit.worldPos);
  182. collision.normal = fromPxVector(hit.worldNormal);
  183. collision.motionDir = fromPxVector(hit.dir);
  184. collision.motionAmount = hit.length;
  185. collision.triangleIndex = hit.triangleIndex;
  186. collision.colliderRaw = (Collider*)hit.shape->userData;
  187. onColliderHit(collision);
  188. }
  189. void PhysXCharacterController::onControllerHit(const PxControllersHit& hit)
  190. {
  191. if (CharacterController::onControllerHit.empty())
  192. return;
  193. ControllerControllerCollision collision;
  194. collision.position = fromPxExtVector(hit.worldPos);
  195. collision.normal = fromPxVector(hit.worldNormal);
  196. collision.motionDir = fromPxVector(hit.dir);
  197. collision.motionAmount = hit.length;
  198. collision.controllerRaw = (CharacterController*)hit.controller->getUserData();
  199. CharacterController::onControllerHit(collision);
  200. }
  201. PxQueryHitType::Enum PhysXCharacterController::preFilter(const PxFilterData& filterData, const PxShape* shape,
  202. const PxRigidActor* actor, PxHitFlags& queryFlags)
  203. {
  204. PxFilterData colliderFilterData = shape->getSimulationFilterData();
  205. UINT64 colliderLayer = *(UINT64*)&colliderFilterData.word0;
  206. bool canCollide = gPhysics().isCollisionEnabled(colliderLayer, getLayer());
  207. if(canCollide)
  208. return PxSceneQueryHitType::eBLOCK;
  209. return PxSceneQueryHitType::eNONE;
  210. }
  211. PxQueryHitType::Enum PhysXCharacterController::postFilter(const PxFilterData& filterData,
  212. const PxQueryHit& hit)
  213. {
  214. return PxSceneQueryHitType::eBLOCK;
  215. }
  216. bool PhysXCharacterController::filter(const PxController& a, const PxController& b)
  217. {
  218. CharacterController* controllerA = (CharacterController*)a.getUserData();
  219. CharacterController* controllerB = (CharacterController*)b.getUserData();
  220. bool canCollide = gPhysics().isCollisionEnabled(controllerA->getLayer(), controllerB->getLayer());
  221. return canCollide;
  222. }
  223. }