Class PxControllerManager

java.lang.Object
physx.NativeObject
physx.character.PxControllerManager

public class PxControllerManager extends NativeObject
Manages an array of character controllers.
See Also:
  • Field Details

    • SIZEOF

      public static final int SIZEOF
    • ALIGNOF

      public static final int ALIGNOF
      See Also:
  • Constructor Details

    • PxControllerManager

      protected PxControllerManager()
    • PxControllerManager

      protected PxControllerManager(long address)
  • Method Details

    • wrapPointer

      public static PxControllerManager wrapPointer(long address)
    • arrayGet

      public static PxControllerManager arrayGet(long baseAddress, int index)
    • release

      public void release()
      Releases the controller manager.

      Note: This will release all associated controllers and obstacle contexts.

      Note: This function is required to be called to release foundation usage.

    • getScene

      public PxScene getScene()
      Returns the scene the manager is adding the controllers to.
      Returns:
      The associated physics scene.
    • getNbControllers

      public int getNbControllers()
      Returns the number of controllers that are being managed.
      Returns:
      The number of controllers.
    • getController

      public PxController getController(int index)
      Retrieve one of the controllers in the manager.

      \param index the index of the controller to return

      Returns:
      The controller with the specified index.
    • createController

      public PxController createController(PxControllerDesc desc)
      Creates a new character controller.
      Parameters:
      desc - The controllers descriptor
      Returns:
      The new controller
      See Also:
    • purgeControllers

      public void purgeControllers()
      Releases all the controllers that are being managed.
    • getNbObstacleContexts

      public int getNbObstacleContexts()
      Returns the number of obstacle contexts that are being managed.
      Returns:
      The number of obstacle contexts.
    • getObstacleContext

      public PxObstacleContext getObstacleContext(int index)
      Retrieve one of the obstacle contexts in the manager.

      \param index The index of the obstacle context to retrieve.

      Returns:
      The obstacle context with the specified index.
    • createObstacleContext

      public PxObstacleContext createObstacleContext()
      Creates an obstacle context.
      Returns:
      New obstacle context
      See Also:
    • computeInteractions

      public void computeInteractions(float elapsedTime)
      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.

      Note: Releasing the manager will automatically release all the associated obstacle contexts.

      Parameters:
      elapsedTime - Elapsed time since last call
    • setTessellation

      public void setTessellation(boolean flag, float maxEdgeLength)
      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.

      Parameters:
      flag - True/false to enable/disable runtime tessellation.
      maxEdgeLength - Max edge length allowed before tessellation kicks in.
    • setOverlapRecoveryModule

      public void setOverlapRecoveryModule(boolean 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 the CCT is directly spawned or teleported in another object - when the CCT algorithm fails due to limited FPU accuracy - when the "up vector" is modified, making the rotated CCT shape overlap surrounding objects

      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.

      Parameters:
      flag - True/false to enable/disable overlap recovery module.
    • setPreciseSweeps

      public void setPreciseSweeps(boolean flags)
      Enables or disables the precise sweeps.

      Precise sweeps are more accurate, but also potentially slower than regular sweeps.

      By default, precise sweeps are enabled.

    • setPreventVerticalSlidingAgainstCeiling

      public void setPreventVerticalSlidingAgainstCeiling(boolean 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.

      Parameters:
      flag - True/false to enable/disable sliding.
    • shiftOrigin

      public void shiftOrigin(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).

      Note: It is the user's responsibility to keep track of the summed total origin shift and adjust all input/output to/from PhysXCharacterKinematic accordingly.

      Note: This call will not automatically shift the PhysX scene and its objects. You need to call PxScene::shiftOrigin() separately to keep the systems in sync.

      Parameters:
      shift - Translation vector to shift the origin by.