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#include "UnityPrefix.h"
#include "Configuration/UnityConfigure.h"
#if ENABLE_PHYSICS
#include "../Dynamics/CharacterController.h"
#include "External/PhysX/builds/SDKs/NxCharacter/include/NxController.h"
#include "External/PhysX/builds/SDKs/NxCharacter/include/Controller.h"
#include "External/PhysX/builds/SDKs/Physics/include/NxPhysics.h"
#include "External/PhysX/builds/SDKs/NxCharacter/include/NxCapsuleController.h"
#include "External/PhysX/builds/SDKs/NxCharacter/include/ControllerManager.h"
#include "PhysicsManager.h"
#include "Runtime/Graphics/Transform.h"
#include "Collider.h"
#include "Runtime/Filters/AABBUtility.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "NxWrapperUtility.h"
#include "Runtime/BaseClasses/MessageHandler.h"
#include "Runtime/Input/TimeManager.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/Scripting/ScriptingManager.h"
#include "Runtime/GameCode/RootMotionData.h"
#include "Runtime/Misc/BuildSettings.h"
#include "Runtime/Scripting/Scripting.h"
using namespace std;
#include "Runtime/Mono/MonoBehaviour.h"
///@TODO: Take advantage of sweep caching by storing when static objects colliders
/// move and only in that case reset the sweep cache.
///@TODO: DO A PROPER SendMessage for the character controller
inline CharacterController* GetUnityController(NxController* controller)
{
return (CharacterController*)((Controller*)controller->getUserData());
}
struct ControllerHitReport : NxUserControllerHitReport
{
struct RecordedControllerColliderHit
{
Collider* collider;
Vector3f point;
Vector3f normal;
Vector3f motionDirection;
float motionLength;
};
typedef std::vector<RecordedControllerColliderHit> RecordedControllerColliderHits;
RecordedControllerColliderHits m_Record;
virtual NxControllerAction onShapeHit(const NxControllerShapeHit& hit)
{
CharacterController* controller = GetUnityController(hit.controller);
GameObject* go = controller->GetGameObjectPtr ();
// Do not allocate the mono message if the game object is not interested, to keep GC down.
// See Case #366569.
if (go && go->WillHandleMessage(kControllerColliderHit))
{
m_Record.push_back(RecordedControllerColliderHit());
RecordedControllerColliderHit& controllerHit = m_Record.back();
controllerHit.point = NxExtendedToVec3(hit.worldPos);
controllerHit.normal = (const Vector3f&)hit.worldNormal;
controllerHit.motionDirection = (const Vector3f&)hit.dir;
controllerHit.motionLength = hit.length;
controllerHit.collider = (Collider*)hit.shape->userData;
}
return NX_ACTION_NONE;
}
virtual NxControllerAction onControllerHit(const NxControllersHit& hit)
{
return NX_ACTION_NONE;
}
};
#if ENABLE_PHYSICS
static ControllerHitReport gControllerHitReport;
// This needs to be a pointer, so we can control initialization and destruction order.
static ControllerManager *gControllerManager = NULL;
#endif
CharacterController::CharacterController(MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
{
m_Controller = NULL;
m_VerticalSpeed = 0.0F;
m_LastCollisionFlags = 0;
m_Velocity = Vector3f(0,0,0);
m_LastSimpleVelocity = Vector3f(0,0,0);
m_DetectCollision = true;
}
CharacterController::~CharacterController ()
{
}
void CharacterController::AwakeFromLoad(AwakeFromLoadMode awakeMode)
{
if(IsActive())
Create(NULL);
Super::AwakeFromLoad (awakeMode);
}
void CharacterController::SmartReset()
{
Super::SmartReset();
AABB aabb;
if (GetGameObjectPtr () && CalculateLocalAABB (GetGameObject (), &aabb))
{
Vector3f extents = aabb.GetCenter () + aabb.GetExtent ();
SetRadius (max (extents.x, extents.z));
SetHeight (extents.y * 2.0F);
}
else
{
SetRadius (0.5F);
SetHeight (2.0F);
}
}
void CharacterController::Reset()
{
Super::Reset();
m_Center = Vector3f::zero;
m_Radius = 0.5F;
m_Height = 2.0F;
m_MinMoveDistance = .00F;
m_SkinWidth = max(GetRadius() * 0.16F, 0.01F);
m_StepOffset = 0.3f;
m_Height = 2.0F;
m_Radius = 0.3f;
m_SlopeLimit = 45.0F;
}
int CharacterController::Move (const Vector3f& movement)
{
if( !m_Controller )
{
ScriptWarning("CharacterController.Move called on inactive controller", GetGameObjectPtr());
return 0;
}
unsigned int touching = 0;
Vector3f oldPos = NxExtendedToVec3(m_Controller->getDebugPosition());
m_Controller->reportSceneChanged();
Assert(gControllerHitReport.m_Record.empty());
m_Controller->move((const NxVec3&)movement, GetPhysicsManager().GetLayerCollisionMask(GetGameObject ().GetLayer ()), m_MinMoveDistance, touching, 1.0F);
bool oldDisableDestruction = GetDisableImmediateDestruction();
SetDisableImmediateDestruction (true);
// Swap hits to get consistent callbacks
// CharacterController might call CharacterController.Move from inside a OnControllerColliderHit callback.
ControllerHitReport::RecordedControllerColliderHits hits;
hits.swap(gControllerHitReport.m_Record);
Assert(gControllerHitReport.m_Record.empty());
for (ControllerHitReport::RecordedControllerColliderHits::iterator i = hits.begin(); i != hits.end(); i++)
{
#if ENABLE_SCRIPTING
const ControllerHitReport::RecordedControllerColliderHit& recordedHit = *i;
ControllerColliderHit controllerHit;
controllerHit.point = recordedHit.point;
controllerHit.normal = recordedHit.normal;
controllerHit.motionDirection = recordedHit.motionDirection;
controllerHit.motionLength = recordedHit.motionLength;
controllerHit.controller = Scripting::ScriptingWrapperFor(this);
controllerHit.collider = Scripting::ScriptingWrapperFor(recordedHit.collider);
controllerHit.push = false;
ScriptingObjectPtr mono = CreateScriptingObjectFromNativeStruct(GetScriptingManager ().GetCommonClasses ().controllerColliderHit, controllerHit);
MessageData data;
data.SetScriptingObjectData(mono);
SendMessageAny (kControllerColliderHit, data);
#endif
if (!m_Controller)
{
SetDisableImmediateDestruction (oldDisableDestruction);
return touching;
}
}
SetDisableImmediateDestruction (oldDisableDestruction);
m_LastCollisionFlags = touching;
// Stop gravity when touching ground
if ((touching & NXCC_COLLISION_DOWN) && m_VerticalSpeed < 0.0F)
m_VerticalSpeed = 0.0F;
// At least sync the actual position. Update controller will then reset the position to the filtered position!
Transform& transform = GetComponent(Transform);
Vector3f pos = NxExtendedToVec3(m_Controller->getFilteredPosition());
m_Velocity = (pos - oldPos) * GetInvDeltaTime();
GameObject::GetMessageHandler ().SetMessageEnabled (ClassID(CharacterController), kTransformChanged.messageID, false);
transform.SetPositionWithLocalOffset (pos, m_Center);
GameObject::GetMessageHandler ().SetMessageEnabled (ClassID(CharacterController), kTransformChanged.messageID, true);
return touching;
}
bool CharacterController::IsGrounded ()
{
return m_LastCollisionFlags & NXCC_COLLISION_DOWN;
}
Vector3f CharacterController::GetVelocity()
{
return m_Velocity;
}
void CharacterController::Create (const Rigidbody* ignoreAttachRigidbody)
{
NxCapsuleControllerDesc desc;
desc.slopeLimit = Cos (Deg2Rad (m_SlopeLimit));
if(desc.slopeLimit<0.0f)
desc.slopeLimit=0.0f;
desc.skinWidth = m_SkinWidth;
desc.stepOffset = m_StepOffset;
desc.userData = this;
Vector2f extents = GetGlobalExtents ();
desc.radius = extents.x;
desc.height = extents.y;
desc.interactionFlag = NXIF_INTERACTION_USE_FILTER;
desc.callback = &gControllerHitReport;
desc.position = Vec3ToNxExtended(GetWorldCenterPosition());
if (m_Controller)
{
gControllerManager->releaseController(*m_Controller);
}
m_Controller = (NxCapsuleController*)gControllerManager->createController(&GetDynamicsScene(), desc);
m_Shape = m_Controller->getActor()->getShapes()[0];
m_Shape->userData = this;
m_Shape->setGroup (GetGameObject ().GetLayer ());
m_Controller->setCollision(m_DetectCollision);
// printf_console ("Create shape %d userData: %d (%s, %s)\n", m_Shape, m_Shape->userData, GetName().c_str(), GetClassName().c_str());
}
Vector3f CharacterController::GetWorldCenterPosition() const
{
const Transform& transform = GetComponent(Transform);
return transform.TransformPoint (m_Center);
}
AABB CharacterController::GetBounds ()
{
if (m_Shape)
{
// AABB reported by PhysX is inaccurate, as PhysX will just transform the local AABB.
// For Spheres it's very easy to do better. Also needed for Editor selection bounds,
// as PhysX only updates Character Controller bounds in play mode.
Transform& transform = GetComponent (Transform);
Vector3f p = transform.TransformPoint (m_Center);
Vector2f extents = GetGlobalExtents();
Vector3f center1 = p + Vector3f(0, extents.y * 0.5, 0);
Vector3f center2 = p + Vector3f(0, -extents.y * 0.5, 0);
// Make AABB of both global centers
AABB aabb (center1, Vector3f::zero);
aabb.Encapsulate (center2);
// Expand by global radius
aabb.m_Extent += Vector3f(extents.x, extents.x, extents.x);
return aabb;
}
else
return Super::GetBounds ();
}
void CharacterController::Cleanup ()
{
if (m_Controller)
{
gControllerManager->releaseController(*m_Controller);
m_Controller = NULL;
m_Shape = NULL;
}
}
Vector2f CharacterController::GetGlobalExtents () const
{
const float kMinSize = 0.00001F;
Vector3f scale = GetComponent (Transform).GetWorldScaleLossy ();
float absoluteHeight = max (Abs (m_Height * scale.y), kMinSize);
float absoluteRadius = max (Abs (scale.x), Abs (scale.z)) * m_Radius;
float height = absoluteHeight - absoluteRadius * 2.0F;
height = max (height, kMinSize);
absoluteRadius = max (absoluteRadius, kMinSize);
return Vector2f (absoluteRadius, height);
}
void CharacterController::TransformChanged(int change)
{
// Do not call Super::TransformChanged (change) here. The Controller base class
// uses transformChanged to check for reparenting to a new rigidbody. In the CharacterController
// case there is no rigibody attachment, which causes it to always reparent, breaking
// trigger interactions.
if (m_Controller == NULL)
return;
if (change & Transform::kScaleChanged)
{
Vector2f extents = GetGlobalExtents ();
m_Controller->setRadius(extents.x);
m_Controller->setHeight(extents.y);
}
// Teleport
if (change & Transform::kPositionChanged)
{
m_Controller->setPosition (Vec3ToNxExtended(GetWorldCenterPosition()));
m_VerticalSpeed = 0.0F;
}
}
template<class TransferFunction>
void CharacterController::Transfer(TransferFunction& transfer)
{
Super::Super::Transfer (transfer);
transfer.SetVersion (2);
TRANSFER_SIMPLE (m_Height);
TRANSFER_SIMPLE (m_Radius);
TRANSFER_SIMPLE (m_SlopeLimit);
TRANSFER_SIMPLE (m_StepOffset);
TRANSFER_SIMPLE (m_SkinWidth);
TRANSFER (m_MinMoveDistance);
TRANSFER (m_Center);
if (transfer.IsVersionSmallerOrEqual (1))
{
// The PhysX character controller has been fixed so it works properly.
// Before the fix, the character controller was unable to climb any
// wall above 45 degress, regardless of the slope limit setting.
// The slope limit is therefore clamped to 45 degrees when loading old
// projects to mimic the old behaviour.
m_SlopeLimit = std::min (45.0F, m_SlopeLimit);
}
}
void CharacterController::ScaleChanged()
{
if (m_Controller)
{
Vector2f extents = GetGlobalExtents();
m_Controller->setRadius(extents.x);
m_Controller->setHeight(extents.y);
}
}
void CharacterController::SetRadius(float radius)
{
m_Radius = radius;
SetDirty();
if (m_Controller)
{
Vector2f extents = GetGlobalExtents();
m_Controller->setRadius(extents.x);
m_Controller->setHeight(extents.y);
}
}
void CharacterController::SetHeight(float height)
{
m_Height = height;
SetDirty();
if (m_Controller)
{
Vector2f extents = GetGlobalExtents();
m_Controller->setRadius(extents.x);
m_Controller->setHeight(extents.y);
}
}
bool CharacterController::SimpleMove (const Vector3f& speed)
{
float dt = GetDeltaTime();
m_VerticalSpeed += GetPhysicsManager().GetGravity().y * dt;
Vector3f offset;
if (IsGrounded())
{
offset = Vector3f(speed.x, m_VerticalSpeed, speed.z);
m_LastSimpleVelocity = offset;
}
else
offset = Vector3f(m_LastSimpleVelocity.x, m_VerticalSpeed, m_LastSimpleVelocity.z);
offset *= dt;
Move(offset);
return IsGrounded();
}
void CharacterController::ApplyRootMotionBuiltin (RootMotionData* rootMotion)
{
if(!GetEnabled())
return;
float deltaTime = GetDeltaTime();
// Get the Y velocity according to rigidbody or own Y speed for CharacterController
m_VerticalSpeed += GetPhysicsManager().GetGravity().y * deltaTime;
// Get the velocity from root motion.
// Blend physics velocity with animation velocity on y-axis
Vector3f deltaMotion;
deltaMotion = rootMotion->deltaPosition;
deltaMotion.y = Lerp (deltaMotion.y, m_VerticalSpeed * deltaTime, clamp01(rootMotion->gravityWeight));
// Apply velocity and rotation
Move (deltaMotion);
GetComponent(Transform).SetRotation(rootMotion->targetRotation);
rootMotion->didApply = true;
}
void CharacterController::InitializeClass ()
{
REGISTER_MESSAGE_PTR (CharacterController, kAnimatorMoveBuiltin, ApplyRootMotionBuiltin, RootMotionData);
}
void CharacterController::CleanupClass ()
{
}
/*
Jumpheight equation:
v = -(currentVelocity + sqrt(2 * h * g));
*/
/*
bool CharacterController::SimpleJump (const Vector3f& movement, float jumpHeight)
{
float dt = GetDeltaTime();
bool didJump = IsGrounded();
if (didJump)
{
// height = 0.5 * Sqr(GetPhysicsManager().GetGravity().y) + velocity;
m_LastCollisionFlags &= ~NXCC_COLLISION_DOWN;
// 0 = g * t + velocity
// velocity * time + 0.5 * GetPhysicsManager().GetGravity().y * t ^ 2
}
SimpleMove(movement);
if (didJump)
m_LastCollisionFlags &= ~NXCC_COLLISION_DOWN;
return didJump;
}
*/
float CharacterController::GetSlopeLimit ()
{
return m_SlopeLimit;
}
void CharacterController::SetSlopeLimit (float limit)
{
m_SlopeLimit = limit;
SetDirty();
if (m_Controller)
Create (NULL);
}
float CharacterController::GetStepOffset ()
{
return m_StepOffset;
}
void CharacterController::SetStepOffset (float limit)
{
m_StepOffset = limit;
SetDirty();
if (m_Controller)
m_Controller->setStepOffset(limit);
}
Vector3f CharacterController::GetCenter ()
{
return m_Center;
}
void CharacterController::SetCenter(const Vector3f& center)
{
m_Center = center;
if (m_Controller)
Create(NULL);
SetDirty();
}
void CharacterController::SetDetectCollisions (bool detect)
{
m_DetectCollision = detect;
if (m_Controller)
m_Controller->setCollision(m_DetectCollision);
}
void CharacterController::SetIsTrigger (bool trigger)
{
if (IS_CONTENT_NEWER_OR_SAME(kUnityVersion4_3_a1))
{
if (trigger)
ErrorStringObject ("A Character Controller cannot be a trigger.", this);
m_IsTrigger = false;
}
else
Super::SetIsTrigger (trigger);
}
void CharacterController::CreateControllerManager ()
{
Assert (gControllerManager == NULL);
gControllerManager = new ControllerManager();
}
void CharacterController::CleanupControllerManager ()
{
Assert (gControllerManager != NULL);
delete gControllerManager;
}
IMPLEMENT_CLASS_HAS_INIT(CharacterController)
IMPLEMENT_OBJECT_SERIALIZE(CharacterController)
#endif
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