Public Member Functions
|virtual void||release ()=0|
|Releases the controller manager. |
|virtual PxScene &||getScene () const =0|
|Returns the scene the manager is adding the controllers to. |
|virtual PxU32||getNbControllers () const =0|
|Returns the number of controllers that are being managed. |
|virtual PxController *||getController (PxU32 index)=0|
|Retrieve one of the controllers in the manager. |
|virtual PxController *||createController (const PxControllerDesc &desc)=0|
|Creates a new character controller. |
|virtual void||purgeControllers ()=0|
|Releases all the controllers that are being managed. |
|virtual PxRenderBuffer &||getRenderBuffer ()=0|
|Retrieves debug data. |
|virtual void||setDebugRenderingFlags (PxControllerDebugRenderFlags flags)=0|
|Sets debug rendering flags. |
|virtual PxU32||getNbObstacleContexts () const =0|
|Returns the number of obstacle contexts that are being managed. |
|virtual PxObstacleContext *||getObstacleContext (PxU32 index)=0|
|Retrieve one of the obstacle contexts in the manager. |
|virtual PxObstacleContext *||createObstacleContext ()=0|
|Creates an obstacle context. |
|virtual void||computeInteractions (PxF32 elapsedTime, PxControllerFilterCallback *cctFilterCb=NULL)=0|
|Computes character-character interactions. |
|virtual void||setTessellation (bool flag, float maxEdgeLength)=0|
|Enables or disables runtime tessellation. |
|virtual void||setOverlapRecoveryModule (bool flag)=0|
|Enables or disables the overlap recovery module. |
|virtual void||setPreciseSweeps (bool flag)=0|
|Enables or disables the precise sweeps. |
|virtual void||setPreventVerticalSlidingAgainstCeiling (bool flag)=0|
|Enables or disables vertical sliding against ceilings. |
|virtual void||shiftOrigin (const PxVec3 &shift)=0|
|Shift the origin of the character controllers and obstacle objects by the specified vector. |
Protected Member Functions
|virtual void PxControllerManager::computeInteractions||(||PxF32||elapsedTime,|
|PxControllerFilterCallback *|| cctFilterCb = |
Computes character-character interactions.
This function is an optional helper to properly resolve interactions between characters, in case they overlap (which can happen for gameplay reasons, etc).
You should call this once per frame, before your PxController::move() calls. The function will not move the characters directly, but it will compute overlap information for each character that will be used in the next move() call.
You need to provide a proper time value here so that interactions are resolved in a way that do not depend on the framerate.
If you only have one character in the scene, or if you can guarantee your characters will never overlap, then you do not need to call this function.
|[in]||elapsedTime||Elapsed time since last call|
|[in]||cctFilterCb||Filtering callback for CCT-vs-CCT interactions|
|virtual PxController* PxControllerManager::createController||(||const PxControllerDesc &||desc||)||
|virtual PxObstacleContext* PxControllerManager::createObstacleContext||(||)||
Creates an obstacle context.
Retrieve one of the controllers in the manager.
|index||the index of the controller to return|
|virtual PxU32 PxControllerManager::getNbControllers||(||)|| const
Returns the number of controllers that are being managed.
|virtual PxU32 PxControllerManager::getNbObstacleContexts||(||)|| const
Returns the number of obstacle contexts that are being managed.
Retrieve one of the obstacle contexts in the manager.
|index||The index of the obstacle context to retrieve.|
|virtual PxRenderBuffer& PxControllerManager::getRenderBuffer||(||)||
Retrieves debug data.
|virtual PxScene& PxControllerManager::getScene||(||)|| const
Returns the scene the manager is adding the controllers to.
|virtual void PxControllerManager::purgeControllers||(||)||
Releases all the controllers that are being managed.
|virtual void PxControllerManager::release||(||)||
Releases the controller manager.
This function is required to be called to release foundation usage.
|virtual void PxControllerManager::setDebugRenderingFlags||(||PxControllerDebugRenderFlags||flags||)||
|virtual void PxControllerManager::setOverlapRecoveryModule||(||bool||flag||)||
Enables or disables the overlap recovery module.
The overlap recovery module can be used to depenetrate CCTs from static objects when an overlap is detected. This can happen in three main cases:
When activated, the CCT module will automatically try to resolve the penetration, and move the CCT to a safe place where it does not overlap other objects anymore. This only concerns static objects, dynamic objects are ignored by the recovery module.
When the recovery module is not activated, it is possible for the CCTs to go through static objects. By default, the recovery module is enabled.
The recovery module currently works with all geometries except heightfields.
|[in]||flag||True/false to enable/disable overlap recovery module.|
|virtual void PxControllerManager::setPreciseSweeps||(||bool||flag||)||
Enables or disables the precise sweeps.
Precise sweeps are more accurate, but also potentially slower than regular sweeps.
By default, precise sweeps are enabled.
|[in]||flag||True/false to enable/disable precise sweeps.|
|virtual void PxControllerManager::setPreventVerticalSlidingAgainstCeiling||(||bool||flag||)||
Enables or disables vertical sliding against ceilings.
Geometry is seen as "ceilings" when the following condition is met:
dot product(contact normal, up direction)<0.0f
This flag controls whether characters should slide vertically along the geometry in that case.
By default, sliding is allowed.
|[in]||flag||True/false to enable/disable sliding.|
|virtual void PxControllerManager::setTessellation||(||bool||flag,|
Enables or disables runtime tessellation.
Large triangles can create accuracy issues in the sweep code, which in turn can lead to characters not sliding smoothly against geometries, or even penetrating them. This feature allows one to reduce those issues by tessellating large triangles at runtime, before performing sweeps against them. The amount of tessellation is controlled by the 'maxEdgeLength' parameter. Any triangle with at least one edge length greater than the maxEdgeLength will get recursively tessellated, until resulting triangles are small enough.
This features only applies to triangle meshes, convex meshes, heightfields and boxes.
|[in]||flag||True/false to enable/disable runtime tessellation.|
|[in]||maxEdgeLength||Max edge length allowed before tessellation kicks in.|
|virtual void PxControllerManager::shiftOrigin||(||const PxVec3 &||shift||)||
Shift the origin of the character controllers and obstacle objects by the specified vector.
The positions of all character controllers, obstacle objects and the corresponding data structures will get adjusted to reflect the shifted origin location (the shift vector will get subtracted from all character controller and obstacle object positions).
This call will not automatically shift the PhysX scene and its objects. You need to call PxScene::shiftOrigin() seperately to keep the systems in sync.
|[in]||shift||Translation vector to shift the origin by.|