pxPlayer.h
Engine/source/T3D/physics/physx/pxPlayer.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _PXPLAYER_H 25#define _PXPLAYER_H 26 27#ifndef _PHYSX_H_ 28#include "T3D/physics/physX/px.h" 29#endif 30#ifndef _T3D_PHYSICS_PHYSICSPLAYER_H_ 31#include "T3D/physics/physicsPlayer.h" 32#endif 33#ifndef _T3D_PHYSICSCOMMON_H_ 34#include "T3D/physics/physicsCommon.h" 35#endif 36 37 38class PxWorld; 39class NxController; 40 41 42class PxPlayer : public PhysicsPlayer, public NxUserControllerHitReport 43{ 44protected: 45 46 NxController *mController; 47 48 F32 mSkinWidth; 49 50 PxWorld *mWorld; 51 52 SceneObject *mObject; 53 54 /// Used to get collision info out of the 55 /// NxUserControllerHitReport callbacks. 56 CollisionList *mCollisionList; 57 58 /// 59 F32 mOriginOffset; 60 61 /// 62 F32 mStepHeight; 63 64 /// 65 void _releaseController(); 66 67 // NxUserControllerHitReport 68 virtual NxControllerAction onShapeHit( const NxControllerShapeHit& hit ); 69 virtual NxControllerAction onControllerHit( const NxControllersHit& hit ); 70 71 void _findContact( SceneObject **contactObject, VectorF *contactNormal ) const; 72 73 void _onPhysicsReset( PhysicsResetEvent reset ); 74 75 void _onStaticChanged(); 76 77public: 78 79 PxPlayer(); 80 virtual ~PxPlayer(); 81 82 // PhysicsObject 83 virtual PhysicsWorld* getWorld(); 84 virtual void setTransform( const MatrixF &transform ); 85 virtual MatrixF& getTransform( MatrixF *outMatrix ); 86 virtual void setScale( const Point3F &scale ); 87 virtual Box3F getWorldBounds(); 88 virtual void setSimulationEnabled( bool enabled ) {} 89 virtual bool isSimulationEnabled() { return true; } 90 91 // PhysicsPlayer 92 virtual void init( const char *type, 93 const Point3F &size, 94 F32 runSurfaceCos, 95 F32 stepHeight, 96 SceneObject *obj, 97 PhysicsWorld *world ); 98 virtual Point3F move( const VectorF &displacement, CollisionList &outCol ); 99 virtual void findContact( SceneObject **contactObject, VectorF *contactNormal, Vector<SceneObject*> *outOverlapObjects ) const; 100 virtual bool testSpacials( const Point3F &nPos, const Point3F &nSize ) const { return true; } 101 virtual void setSpacials( const Point3F &nPos, const Point3F &nSize ) {} 102 virtual void enableCollision(); 103 virtual void disableCollision(); 104}; 105 106 107#endif // _PXPLAYER_H 108
