2023-07-31 13:55:44 +08:00
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.Metrics;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Security.Cryptography.X509Certificates;
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using System.Text;
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using System.Threading.Tasks;
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using MagicPhysX; // for enable Extension Methods.
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using MagicPhysX.Toolkit;
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using Physx;
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using static System.Formats.Asn1.AsnWriter;
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using static System.Runtime.InteropServices.JavaScript.JSType;
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using static MagicPhysX.NativeMethods; // recommend to use C API.
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using static PhysX.PhysxWorldRaycastResultCb_1;
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//测试bug问题总结 使用注意点 C Api(踩坑血泪史)
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/*
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1 physx_create_foundation 只可以初始化一次,否则后续api 调用会出现 api调用访问非法内存
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2 出现调用api 接口访问非法内存错误, 一般都是当前位置参数错误,或者前面生成参数某些步骤错误(重要)
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3 创建PxGemometry 只能值传递,不可以返回指针 PxBoxGeometry_new 同类型的调用方式也有同样问题
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4 PxShapeFlag.SimulationShape 和 PxShapeFlag.TriggerShape 是互斥的不可同时设置为true ! 同时
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当一个设置为true时 另一个必须设置为false(翻源码得知 文档中也有说明 ) 否则会崩
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5 addforce 设置外力时 给与物体速度时 需要确保actor已经加入scence了
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6 当触发onTriger回调方法时候,两个shap 都是PxShapeFlag.TriggerShape属性的时候是无法触发的
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7 如果创建刚体的时候设置gemomry参数时候,刚体会自带一个shap ,否则会不会创建。需要另外添加shap
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8 shap添加进刚体,调用release方法 是因为physx内部内存管理机制, shap是引用计数的。在添加到一个刚体之后
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需要调用relase方法,否则容易引起内存泄露。
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9 PxShapeFlag.SimulationShape 模式下 先执行filetershader 后执行 filterback (目前filterback func 无法生成,库不支持)
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10 raycast 回调函数目前无法触发 (大概率使用原因,后续验证下)
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*/
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namespace PhysX
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{
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//先使用原来的命名方法 后续改为微软命名风格
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public enum PhysxShapeType
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{
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PX_BOX = 1,
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PX_SPHERE = 2,
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PX_CAPSULE = 3
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};
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public enum PhysxObjectType
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{
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PX_INVALIDE,
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PX_STATICOBJECT,
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PX_AIRSHIP,
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PX_SPELL,
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PX_SPELLTARGETSTATOCOBJECT,
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PX_MONSTERGROUP,
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PX_TRIGGER,
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PX_MONSTER
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};
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public enum PhysxCollisionTypes
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{
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PX_COL_NOTHING = 0, //<Collide with nothing
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PX_COL_AIR_SHIP = 1 << 1, //<Collide with ships
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PX_COL_STATIC_OBJ = 1 << 2, //<Collide with static_obj
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PX_COL_SPELL_OBJ = 1 << 3, //<Collide with spell data
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PX_COL_SPELL_TARGET_STATIC_OBJ = 1 << 4, // Collide with spell target obj
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PX_COL_MONSTER_GROUP_OBJ = 1 << 5, // Collide with monster target obj
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PX_COL_TRIGGER_OBJ = 1 << 6,
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PX_COL_MONSTER = 1 << 7 // Collide with skill obj
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};
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public enum PhysxTestTypes
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{
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PX_CCD = 1 << 29, // CCD type
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};
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//碰撞结果 放在common中更合适
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public unsafe struct PhysxCollisionHitResult
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{
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public PhysxCollisionHitResult()
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{
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hit_type = PhysxObjectType.PX_INVALIDE;
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pos.x = 0.0f;
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pos.y = 0.0f;
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pos.z = 0.0f;
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user_ptr = null;
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shape_ptr = null;
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actor_ptr = null;
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}
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public bool HasResult() { return hit_type != PhysxObjectType.PX_INVALIDE; }
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public PhysxObjectType hit_type;
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public PxVec3 pos;
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public void* user_ptr;
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public PxShape* shape_ptr;
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public PxRigidActor* actor_ptr;
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};
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//struct ClassType
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//等效于 Unsafe.AsRef<PxRigidStatic>(handler);故不实现
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public unsafe static class PxConstValue
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{
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public const int MaskAirShipCollidesWith = (int)(PhysxCollisionTypes.PX_COL_STATIC_OBJ | PhysxCollisionTypes.PX_COL_SPELL_OBJ | PhysxCollisionTypes.PX_COL_TRIGGER_OBJ);
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public const int MaskStaticCollidesWith = (int)(PhysxCollisionTypes.PX_COL_SPELL_OBJ | PhysxCollisionTypes.PX_COL_AIR_SHIP | PhysxCollisionTypes.PX_COL_MONSTER_GROUP_OBJ);
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public const int MaskSpellCollidesWith = (int)(PhysxCollisionTypes.PX_COL_STATIC_OBJ | PhysxCollisionTypes.PX_COL_AIR_SHIP | PhysxCollisionTypes.PX_COL_SPELL_TARGET_STATIC_OBJ | PhysxCollisionTypes.PX_COL_MONSTER);
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public const int MaskSpellTargetCollidesWith = (int)PhysxCollisionTypes.PX_COL_SPELL_OBJ;
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public const int MaskAirShipNoColldierWith = (int)PhysxCollisionTypes.PX_COL_NOTHING;
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public const int MaskMonsterGroupColldierWith = (int)PhysxCollisionTypes.PX_COL_STATIC_OBJ;
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public const int MaskTriggerColldierWith = (int)(PhysxCollisionTypes.PX_COL_AIR_SHIP | PhysxCollisionTypes.PX_COL_MONSTER);
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public const int MaskMonsterColldersWith = (int)(PhysxCollisionTypes.PX_COL_SPELL_OBJ | PhysxCollisionTypes.PX_COL_TRIGGER_OBJ);
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public static PhysxObjectType PhysxGetUserType(PxRigidActor* actor)
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{
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if (actor->userData == null)
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{
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return PhysxObjectType.PX_STATICOBJECT;
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}
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else
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{
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//TODO 需要补充业务代码
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//return actor0->getPhysxType();
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}
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return PhysxObjectType.PX_INVALIDE;
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}
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//public delegate* unmanaged[Cdecl]<UInt32, PxFilterData, UInt32, PxFilterData, PxPairFlags*, void*, UInt32, PxFilterFlags> tmp;
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public static PxFilterFlags PhysxWorldFilterShader(
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UInt32 attributes0,
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PxFilterData filterData0,
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UInt32 attributes1,
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PxFilterData filterData1, PxPairFlags* pairFlags,
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void* constantBlock, UInt32 constantBlockSize)
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{
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// let triggers through
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if (phys_PxFilterObjectIsTrigger(attributes0) ||
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phys_PxFilterObjectIsTrigger(attributes1))
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{
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*pairFlags = PxPairFlags.ContactDefault;
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if (((filterData0.word0 & filterData1.word1) != 0) &&
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((filterData1.word0 & filterData0.word1) != 0))
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{
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*pairFlags = PxPairFlags.SolveContact |
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PxPairFlags.DetectDiscreteContact |
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PxPairFlags.NotifyTouchFound |
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PxPairFlags.NotifyTouchLost |
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PxPairFlags.NotifyContactPoints;
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}
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return 0 | PxFilterFlags.Callback;
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}
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return PxFilterFlags.Callback;
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}
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}
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//create_raycast_filter_callback_func
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public unsafe struct MyOwnerFilterCallbackPhysx //: public physx::PxSimulationFilterCallback
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{
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public static PxFilterFlags pairFound(
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UInt32 pairID, UInt32 attributes0,
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PxFilterData filterData0, PxActor* a0,
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PxShape* s0, UInt32 attributes1,
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PxFilterData filterData1, PxActor* a1,
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PxShape* s1, PxPairFlags* pairFlags)
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{
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*pairFlags = PxPairFlags.ContactDefault;
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PxRigidActor* first = (PxRigidActor*)a0;
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PxRigidActor* second = (PxRigidActor*)a1;
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if (first == null || second == null)
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{
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PhysxObjectType type0 = PxConstValue.PhysxGetUserType(first);
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PhysxObjectType type1 = PxConstValue.PhysxGetUserType(second);
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if ((type0 == PhysxObjectType.PX_SPELL) && (type1 == PhysxObjectType.PX_AIRSHIP || type1 == PhysxObjectType.PX_MONSTER))
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{
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return PxFilterFlags.Kill;
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}
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}
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return PxFilterFlags.Kill;
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}
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public static void pairLost(UInt32 pairID,
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UInt32 attributes0,
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PxFilterData filterData0,
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UInt32 attributes1,
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PxFilterData filterData1, bool objectRemoved)
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{
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}
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public static bool statusChange(UInt32* pairID, PxPairFlags* pairFlags,
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PxFilterFlags* filterFlags)
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{
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return false;
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}
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}
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/////////////////////////////////////////////////////////////////////////
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// PhysxWorldRaycastResultCb
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/////////////////////////////////////////////////////////////////////////
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public unsafe struct PhysxWorldRaycastResultCb_1
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{
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//userdata部分
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public struct RaycastUserData
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{
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public PxVec3 m_rayFromWorld; // used to calculate hitPointWorld from hitFraction
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public PxVec3 m_rayToWorld;
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public PxVec3 m_hitNormalWorld;
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public PxVec3 m_hitPointWorld;
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public PxRigidActor* actor_;
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}
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public RaycastUserData userData;
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public PhysxWorldRaycastResultCb_1(PxVec3* rayFromWorld, PxVec3* rayToWorld)
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{
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userData.m_rayFromWorld = *rayFromWorld;
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userData.m_rayToWorld = *rayToWorld;
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}
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//uint flag
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public delegate*<PxRigidActor*, PxFilterData*, PxShape*, uint, void*, PxQueryHitType> callback;
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public static PxQueryHitType preFilter(PxRigidActor* actor, PxFilterData* filterData, PxShape* shape,
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uint flags, void* userData)
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{
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////filterData need adjust???
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//子弹屏蔽
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if ((RaycastUserData*)userData != null)
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{
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PxRigidActor* obj0 = actor;
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//TODO 根据自己理解暂时修改 userData 为PhysxWorldRaycastResultCb 中的自定义数据
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PxRigidActor* obj1 = ((RaycastUserData*)userData)->actor_;
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if (obj0 != null && obj1 != null)
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{
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int type0 = (int)PxConstValue.PhysxGetUserType(obj0);
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int type1 = (int)PxConstValue.PhysxGetUserType(obj1);
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if ((type0 == (int)PhysxObjectType.PX_SPELL) && (type1 == (int)PhysxObjectType.PX_AIRSHIP))
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{
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//业务代码先屏蔽
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}
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else if ((type0 == (int)PhysxObjectType.PX_AIRSHIP) && (type1 == (int)PhysxObjectType.PX_SPELL))
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{
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//业务代码先屏蔽
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}
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else if ((type0 == (int)PhysxObjectType.PX_SPELLTARGETSTATOCOBJECT) && (type1 == (int)PhysxObjectType.PX_SPELL))
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{
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//业务代码先屏蔽
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}
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else if ((type1 == (int)PhysxObjectType.PX_SPELLTARGETSTATOCOBJECT) && (type0 == (int)PhysxObjectType.PX_SPELL))
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{
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//业务代码先屏蔽
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}
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}
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}
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return PxQueryHitType.Block;
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}
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}
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//此接口废弃 此接口使用的继承方式 c#中无法使用c++风格的api 只能数据和方法分离 不就是传说中的Ecs么
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//public static extern PxQueryFilterCallback* create_raycast_filter_callback_func
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//public unsafe struct PhysxWorldRaycastResultCb /* :PxQueryFilterCallback */
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//{
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//};
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//释放内存逻辑暂不实现 需要根据业务详细考虑
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public unsafe struct WorldUserData : IDisposable
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{
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public WorldUserData()
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{
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px_scene_ = null;
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stamp_ = 0;
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_physxBase = new PhysxBase();
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// trigger_mgr_ = null;
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}
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public void Dispose()
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{
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}
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public string PVD_HOST = "127.0.0.1";
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public float DEFAULT_DENSITY = 10.0f;
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public PhysxBase _physxBase;
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public UInt64 test_sync_time_;
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public bool is_init_world_;
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public PxScene* px_scene_;
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public UInt64 stamp_;
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public TriggerManager trigger_mgr_;
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//是否是这样弄?
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|
|
public PxTriggerPair pairs;
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|
public UInt32 count = 128;
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|
public int userid;
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|
|
|
}
|
|
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|
|
//public static extern PxFilterFlags PxSimulationFilterCallback_pairFound_mut
|
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|
|
|
//先使用原来的风格 后续改为微软命名风格
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|
|
//主要继承PxSimulationEventCallback 然后触发PxSimulationEventCallback中回调函数
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|
|
public unsafe struct PhysxWorld : IDisposable // : public PhysxBase, public physx::PxSimulationEventCallback {
|
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|
|
|
{
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|
|
//继承而来
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|
|
//PhysxBase _physxBase;
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|
|
SimulationEventCallbackInfo* _event_call_back;
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|
|
PxSimulationFilterCallback* filter_callback_;
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WorldUserData _worldUserData;
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|
//Interlocked.Add;
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|
//原子操作
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|
static UInt64 atomic_next_id_;
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|
|
//UInt64 test_sync_time_;
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|
|
public PhysxWorld() { }
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|
|
//~PhysxWorld();
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|
public void Dispose()
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|
|
{
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|
|
//destroy_simulation_event_callbacks(_event_call_back);
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|
|
if (_worldUserData.px_scene_ != null)
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|
{
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|
|
//TODO 构造px_scene_ 使用的 scentdesc 是否需要释放?
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|
_worldUserData.px_scene_->ReleaseMut();
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|
}
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|
}
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|
public void SetPvdHost(string host)
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|
|
|
{
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|
|
_worldUserData.PVD_HOST = host;
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|
|
}
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|
//长方体
|
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|
|
|
public PxBoxGeometry* CreateBoxGeo(float lon, float wide, float height)
|
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|
|
|
{
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|
|
|
|
PxBoxGeometry temp = PxBoxGeometry_new(lon, wide, height);
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|
|
return &temp;
|
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|
|
|
}
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|
|
//球体
|
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|
|
public PxSphereGeometry* CreateSphereGeo(float radius)
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|
|
|
{
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|
|
|
|
PxSphereGeometry temp = PxSphereGeometry_new(radius);
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|
|
|
return &temp;
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|
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|
}
|
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|
|
//胶囊体
|
|
|
|
|
public PxCapsuleGeometry* CreateCapsuleGeo(float radius, float height, int capsuleAxis)
|
|
|
|
|
{
|
|
|
|
|
PxCapsuleGeometry temp = PxCapsuleGeometry_new(radius, height * 0.5f);
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|
|
|
|
return &temp;
|
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|
|
|
}
|
|
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|
|
//创建几何体
|
|
|
|
|
public PxGeometry* CreateGeometry(int shape_type, PxVec3* min_position, PxVec3* max_position)
|
|
|
|
|
{
|
|
|
|
|
PxGeometry* geometry = null;
|
|
|
|
|
|
|
|
|
|
PxVec3 size;
|
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|
|
|
size.x = (MathF.Abs(max_position->x - min_position->x));
|
|
|
|
|
size.y = (MathF.Abs(max_position->y - min_position->y));
|
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|
|
size.z = (MathF.Abs(max_position->z - min_position->z));
|
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|
|
|
|
|
|
|
|
switch (shape_type)
|
|
|
|
|
{
|
|
|
|
|
case (int)PhysxShapeType.PX_SPHERE:
|
|
|
|
|
{
|
|
|
|
|
float max_r = MathF.Max(size.x, size.y);
|
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|
|
|
|
|
|
|
|
max_r = MathF.Max(max_r, size.z);
|
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|
|
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|
|
geometry = (PxGeometry*)CreateSphereGeo(max_r * 0.5f);
|
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|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
case (int)PhysxShapeType.PX_BOX:
|
|
|
|
|
{
|
|
|
|
|
geometry = (PxGeometry*)CreateBoxGeo(size.x * 0.5f, size.y * 0.5f, size.z * 0.5f);
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
case (int)PhysxShapeType.PX_CAPSULE:
|
|
|
|
|
{
|
|
|
|
|
float len = MathF.Max(size.x, size.y);
|
|
|
|
|
len = MathF.Max(len, size.z);
|
|
|
|
|
int direction = 0;
|
|
|
|
|
float radius = 0.0f;
|
|
|
|
|
float height = len;
|
|
|
|
|
|
|
|
|
|
if (len == size.x)
|
|
|
|
|
{
|
|
|
|
|
direction = 0;
|
|
|
|
|
radius = MathF.Max(size.y, size.z) * 0.5f;
|
|
|
|
|
}
|
|
|
|
|
else if (len == size.y)
|
|
|
|
|
{
|
|
|
|
|
direction = 1;
|
|
|
|
|
radius = MathF.Max(size.x, size.z) * 0.5f;
|
|
|
|
|
}
|
|
|
|
|
else if (len == size.z)
|
|
|
|
|
{
|
|
|
|
|
direction = 2;
|
|
|
|
|
radius = MathF.Max(size.x, size.y) * 0.5f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (MathF.Abs(radius) < 0.000001) return geometry;
|
|
|
|
|
if (MathF.Abs(height) < 0.000001) return geometry;
|
|
|
|
|
|
|
|
|
|
geometry = (PxGeometry*)CreateCapsuleGeo(radius, height - 2 * radius, direction);
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return geometry;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//创建一个形状
|
|
|
|
|
PxShape* CreateShap(PxGeometry* geometry, bool isExclusive = false,
|
|
|
|
|
PxShapeFlags shapeFlags = PxShapeFlags.Visualization |
|
|
|
|
|
PxShapeFlags.SceneQueryShape |
|
|
|
|
|
PxShapeFlags.SimulationShape)
|
|
|
|
|
{
|
|
|
|
|
return PxPhysics_createShape_mut(PhysxCommon.Instance.GetPhysics(),
|
|
|
|
|
geometry, PhysxCommon.Instance.GetDefaultMaterial(), isExclusive, shapeFlags);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////
|
|
|
|
|
// implement add Trigger shape
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
bool AddBoxTrigger(PxRigidDynamic* actor, float lon,
|
|
|
|
|
float wide, float height,
|
|
|
|
|
UInt32 effectType, UInt32 effectValue,
|
|
|
|
|
TriggerCallBack.TRIGGER_FUNC enter, TriggerCallBack.TRIGGER_FUNC leave)
|
|
|
|
|
{
|
|
|
|
|
PxBoxGeometry* box = CreateBoxGeo(lon, wide, height);
|
|
|
|
|
PxShape* shap = CreateShap((PxGeometry*)box, true); //! must be exclusive
|
|
|
|
|
if (shap == null)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return AddTriggerFromShape(actor, shap, effectType, effectValue, enter, leave);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool AddSphereTrigger(PxRigidDynamic* actor, float radius,
|
|
|
|
|
UInt32 effectType, UInt64 effectValue,
|
|
|
|
|
TriggerCallBack.TRIGGER_FUNC enter, TriggerCallBack.TRIGGER_FUNC leave)
|
|
|
|
|
{
|
|
|
|
|
if (radius < 0.001f)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PxSphereGeometry* sphere = CreateSphereGeo(radius);
|
|
|
|
|
PxShape* shap = CreateShap((PxGeometry*)sphere, true);
|
|
|
|
|
if (shap == null)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return AddTriggerFromShape(actor, shap, effectType, effectValue, enter, leave);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool AddSphereTrigger(void* userPointer, PxVec3 startPosition,
|
|
|
|
|
PxQuat startOrientation,
|
|
|
|
|
UInt32 filterGroup, UInt32 filterMask,
|
|
|
|
|
float radius, UInt32 effectType,
|
|
|
|
|
UInt64 effectValue, TriggerCallBack.TRIGGER_FUNC enter,
|
|
|
|
|
TriggerCallBack.TRIGGER_FUNC leave)
|
|
|
|
|
{
|
|
|
|
|
if (radius < 0.001f) return false;
|
|
|
|
|
|
|
|
|
|
PxSphereGeometry* sphere = CreateSphereGeo(radius);
|
|
|
|
|
PxShape* shap = CreateShap((PxGeometry*)sphere, true);
|
|
|
|
|
if (shap == null) return false;
|
|
|
|
|
|
|
|
|
|
PxFilterData filterData;
|
|
|
|
|
filterData.word0 = filterGroup; // word0 = own ID
|
|
|
|
|
filterData.word1 = filterMask; // word1 = ID mask to filter pairs that
|
|
|
|
|
// trigger a contact callback;
|
|
|
|
|
|
|
|
|
|
shap->SetSimulationFilterDataMut(&filterData);
|
|
|
|
|
shap->SetFlagMut(PxShapeFlag.SimulationShape, false);
|
|
|
|
|
shap->SetFlagMut(PxShapeFlag.TriggerShape, true);
|
|
|
|
|
|
|
|
|
|
PxTransform tf = new PxTransform();
|
|
|
|
|
tf.p = startPosition;
|
|
|
|
|
tf.q = startOrientation;
|
|
|
|
|
PxRigidDynamic* actor = shap != null ?
|
|
|
|
|
//PxCreateDynamic( physx_common::GetInst()->GetPhysics(), PxTransform(startPosition, startOrientation), *shap, 10.0f): null;
|
|
|
|
|
phys_PxCreateDynamic_1(PhysxCommon.Instance.GetPhysics(), &tf, shap, 10.0f) : null;
|
|
|
|
|
|
|
|
|
|
if (actor == null)
|
|
|
|
|
{
|
|
|
|
|
shap->ReleaseMut();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool AddCapsuleTrigger(PxRigidDynamic* actor, float radius,
|
|
|
|
|
float height, UInt32 effectType,
|
|
|
|
|
UInt64 effectValue, TriggerCallBack.TRIGGER_FUNC enter,
|
|
|
|
|
TriggerCallBack.TRIGGER_FUNC leave)
|
|
|
|
|
{
|
|
|
|
|
PxCapsuleGeometry* capsule = CreateCapsuleGeo(radius, height, 0);
|
|
|
|
|
PxShape* shap = (PxShape*)CreateShap((PxGeometry*)capsule, true);
|
|
|
|
|
if (shap == null) return false;
|
|
|
|
|
|
|
|
|
|
return AddTriggerFromShape(actor, shap, effectType, effectValue, enter, leave);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool AddTriggerFromShape(PxRigidDynamic* actor, PxShape* shape,
|
|
|
|
|
UInt32 effectType, UInt64 effectValue,
|
|
|
|
|
TriggerCallBack.TRIGGER_FUNC enter, TriggerCallBack.TRIGGER_FUNC leave)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (shape == null) return false;
|
|
|
|
|
|
|
|
|
|
PxFilterData filterData;
|
|
|
|
|
filterData.word0 = (uint)PhysxCollisionTypes.PX_COL_TRIGGER_OBJ; // word0 = own ID
|
|
|
|
|
filterData.word1 = (uint)PxConstValue.MaskTriggerColldierWith; // word1 = ID mask to filter pairs that // trigger a contact callback;
|
|
|
|
|
|
|
|
|
|
shape->SetSimulationFilterDataMut(&filterData);
|
|
|
|
|
((PxRigidActor*)actor)->AttachShapeMut(shape);
|
|
|
|
|
shape->SetFlagMut(PxShapeFlag.SimulationShape, false);
|
|
|
|
|
shape->SetFlagMut(PxShapeFlag.TriggerShape, true);
|
|
|
|
|
//trigger_mgr_.Push(std::make_shared<TriggerCallBack>( shape, effectType, effectValue, std::forward<TRIGGER_FUNC>(enter), std::forward<TRIGGER_FUNC>(leave)));
|
|
|
|
|
//需要注意 TriggerCallBack * 的释放 智能指针
|
|
|
|
|
|
|
|
|
|
TriggerCallBack tmp = new TriggerCallBack(shape, effectType, effectValue, enter, leave);
|
|
|
|
|
_worldUserData.trigger_mgr_.Push(&tmp);
|
|
|
|
|
|
2023-07-31 14:10:52 +08:00
|
|
|
|
//这一步是减少引用次数 和用户数据无关 防止内存泄露
|
2023-07-31 13:55:44 +08:00
|
|
|
|
//shape->ReleaseMut();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DeleteTriggerCallBack(PxRigidActor* actor)
|
|
|
|
|
{
|
|
|
|
|
if (actor != null)
|
|
|
|
|
{
|
|
|
|
|
_worldUserData.trigger_mgr_.OnReleaseActor(actor);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ResetTrigger(PxRigidActor* actor)
|
|
|
|
|
{
|
|
|
|
|
if (actor != null)
|
|
|
|
|
{
|
|
|
|
|
_worldUserData.trigger_mgr_.ResetTriggersInActor(actor);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////
|
|
|
|
|
PxRigidActor* AddCollisionToDynamicsWord(
|
|
|
|
|
int mass, void* userPointer, int userIndex, int userIndex2,
|
|
|
|
|
int shape_type, PxVec3* min_position, PxVec3* max_position,
|
|
|
|
|
PxVec3 startPosition, PxQuat startOrientation,
|
|
|
|
|
PxVec3* hero_position = null)
|
|
|
|
|
{
|
|
|
|
|
|
2023-07-31 14:10:52 +08:00
|
|
|
|
//这一部是错误的 api 有bug 不可以返回指针类型 必须在当前栈对象创建PxGemometry !!
|
2023-07-31 13:55:44 +08:00
|
|
|
|
PxGeometry* geometry = CreateGeometry(shape_type, min_position, max_position);
|
|
|
|
|
|
|
|
|
|
if (geometry == null)
|
|
|
|
|
{
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
PxVec3 center;
|
|
|
|
|
center.x = ((max_position->x + min_position->x) * 0.5f);
|
|
|
|
|
center.y = ((max_position->y + min_position->y) * 0.5f);
|
|
|
|
|
center.z = ((max_position->z + min_position->z) * 0.5f);
|
|
|
|
|
float fmax = float.MaxValue;
|
|
|
|
|
if (mass <= 0)
|
|
|
|
|
{
|
|
|
|
|
startPosition = center;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//PxSceneWriteLock scopedLock(*px_scene_);
|
|
|
|
|
_worldUserData.px_scene_->LockWriteMut(null, 0);
|
|
|
|
|
PxRigidActor* rigActor = null;
|
|
|
|
|
if (userIndex == (int)PhysxObjectType.PX_STATICOBJECT)
|
|
|
|
|
{
|
|
|
|
|
//TODO
|
|
|
|
|
//需要确认 继承关系 才可以类型强转
|
|
|
|
|
var identity = PxTransform_new_2(PxIDENTITY.PxIdentity);
|
|
|
|
|
var pxTran = new PxTransform { p = startPosition, q = startOrientation };
|
|
|
|
|
rigActor = (PxRigidActor*)phys_PxCreateStatic(
|
|
|
|
|
PhysxCommon.Instance.GetPhysics(), &pxTran, geometry,
|
|
|
|
|
PhysxCommon.Instance.GetDefaultMaterial(), &identity);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
var identity = PxTransform_new_2(PxIDENTITY.PxIdentity);
|
|
|
|
|
var pxTran = new PxTransform { p = startPosition, q = startOrientation };
|
|
|
|
|
rigActor = (PxRigidActor*)phys_PxCreateDynamic(
|
|
|
|
|
PhysxCommon.Instance.GetPhysics(), &pxTran, geometry,
|
|
|
|
|
PhysxCommon.Instance.GetDefaultMaterial(), 10.0f, &identity);
|
|
|
|
|
|
|
|
|
|
if (rigActor == null)
|
|
|
|
|
{
|
|
|
|
|
//TODO 销毁api
|
|
|
|
|
//delete geometry;
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//rigActor->SetActorFlag(PxActorFlag.DisableGravity, true);
|
|
|
|
|
PxActor_setActorFlag_mut((PxActor*)rigActor, PxActorFlag.DisableGravity, true);
|
|
|
|
|
//rigActor setAngularDamping(0);
|
|
|
|
|
PxRigidBody_setAngularDamping_mut((PxRigidBody*)rigActor, 0);
|
|
|
|
|
PxRigidBody_setLinearDamping_mut((PxRigidBody*)rigActor, 0);
|
|
|
|
|
PxRigidBody_setLinearDamping_mut((PxRigidBody*)rigActor, 0);
|
|
|
|
|
PxVec3 tmp = new Vector3(0, 0, 0);
|
|
|
|
|
((PxRigidDynamic*)rigActor)->SetLinearVelocityMut(&tmp, false);
|
|
|
|
|
|
|
|
|
|
PxShape* treasureShape = null;
|
|
|
|
|
rigActor->GetShapes(&treasureShape, 1, 0);
|
|
|
|
|
|
|
|
|
|
treasureShape->SetContactOffsetMut(0.2f);
|
|
|
|
|
treasureShape->SetRestOffsetMut(0.01f);
|
|
|
|
|
if (shape_type == (int)PhysxShapeType.PX_CAPSULE)
|
|
|
|
|
{
|
|
|
|
|
//胶囊调整为沿z轴线缩放
|
|
|
|
|
//PxTransform relativePose( PxQuat(PxHalfPi, PxVec3(0, 1, 0)));
|
|
|
|
|
var quat = new PxQuat { w = PhysxCommon.PxHalfPi, x = 0, y = 1, z = 0 };
|
|
|
|
|
var relativePose = new PxTransform { p = startPosition, q = startOrientation };
|
|
|
|
|
treasureShape->SetLocalPoseMut(&relativePose);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (rigActor == null)
|
|
|
|
|
{
|
|
|
|
|
//TODO:
|
|
|
|
|
//delete geometry;
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
2023-07-31 14:10:52 +08:00
|
|
|
|
|
|
|
|
|
//可以简化逻辑 调用新的api 直接设置密度和质量
|
2023-07-31 13:55:44 +08:00
|
|
|
|
// add collision mask
|
|
|
|
|
if (mass > 0)
|
|
|
|
|
{
|
|
|
|
|
if (userIndex == (int)PhysxObjectType.PX_MONSTERGROUP)
|
|
|
|
|
{
|
|
|
|
|
SetupFiltering(rigActor, (int)PhysxCollisionTypes.PX_COL_MONSTER_GROUP_OBJ, PxConstValue.MaskMonsterGroupColldierWith);
|
|
|
|
|
}
|
|
|
|
|
else if (userIndex == (int)PhysxObjectType.PX_TRIGGER)
|
|
|
|
|
{
|
|
|
|
|
SetupFiltering(rigActor, (int)PhysxCollisionTypes.PX_COL_TRIGGER_OBJ, PxConstValue.MaskTriggerColldierWith);
|
|
|
|
|
}
|
|
|
|
|
else if (userIndex == (int)PhysxObjectType.PX_MONSTER)
|
|
|
|
|
{
|
|
|
|
|
SetupFiltering(rigActor, (int)PhysxCollisionTypes.PX_COL_MONSTER, PxConstValue.MaskMonsterColldersWith);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
SetupFiltering(rigActor, (int)PhysxCollisionTypes.PX_COL_AIR_SHIP, PxConstValue.MaskAirShipCollidesWith);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
SetupFiltering(rigActor, (int)PhysxCollisionTypes.PX_COL_STATIC_OBJ, PxConstValue.MaskStaticCollidesWith);
|
|
|
|
|
|
|
|
|
|
_worldUserData._physxBase.AddPhysicsActors(rigActor);
|
|
|
|
|
|
|
|
|
|
if (mass > 0)
|
|
|
|
|
{
|
|
|
|
|
if ((PxRigidDynamic*)rigActor != null)
|
|
|
|
|
{
|
|
|
|
|
((PxRigidBody*)rigActor)->SetMassMut(fmax);
|
|
|
|
|
((PxRigidBody*)rigActor)->SetRigidBodyFlagMut(PxRigidBodyFlag.EnableCcd, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// rigActor->is<physx::PxRigidDynamic*>()->setMass(mass);
|
|
|
|
|
}
|
|
|
|
|
//rigActor->userData = ClassType::CreateClassType(userPointer, (PhysxObjectType)userIndex);
|
|
|
|
|
_worldUserData.px_scene_->AddActorMut((PxActor*)rigActor, null);
|
|
|
|
|
_worldUserData.px_scene_->UnlockWriteMut();
|
|
|
|
|
return rigActor;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PxRigidActor* AddSpellCollison(
|
|
|
|
|
int mass, void* userPointer, int userIndex, int shape_type, int range,
|
|
|
|
|
PxVec3 startPosition, PxQuat startOrientation,
|
|
|
|
|
PxVec3* spell_position = null)
|
|
|
|
|
{
|
|
|
|
|
return default(PxRigidActor*);
|
|
|
|
|
}
|
|
|
|
|
PxRigidActor* AddFlyerCollison(
|
|
|
|
|
int mass, void* userPointer, int userIndex,
|
|
|
|
|
//Eternity::FlatBuffer::FlyerColliderData* collider_data,
|
|
|
|
|
void* collider_data, //用户数据
|
|
|
|
|
PxVec3 startPosition, PxQuat startOrientation)
|
|
|
|
|
{
|
|
|
|
|
//return default(PxRigidActor*);
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
public bool AddActorToDaynamicWorld(PxRigidActor* actor)
|
|
|
|
|
{
|
|
|
|
|
_worldUserData.px_scene_->AddActorMut((PxActor*)actor, null);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
public void PickUpActor(PxRigidActor* actor)
|
|
|
|
|
{
|
|
|
|
|
_worldUserData.px_scene_->RemoveActorMut((PxActor*)actor, true);
|
|
|
|
|
}
|
|
|
|
|
int StepSimulation(/*KScene* secene,*/ UInt64 delta_time = 0)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
//update 时间更新代码
|
|
|
|
|
UInt32 error = 0;
|
|
|
|
|
_worldUserData.px_scene_->SimulateMut(delta_time * 0.001f, null, null, 0, controlSimulation: true);
|
|
|
|
|
_worldUserData.px_scene_->FetchResultsMut(true, &error);
|
|
|
|
|
|
|
|
|
|
_worldUserData.trigger_mgr_.Update();
|
|
|
|
|
SyncUser();
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// world 类自身方法 start
|
|
|
|
|
public void OnInit()
|
|
|
|
|
{
|
|
|
|
|
if (filter_callback_ != null)
|
|
|
|
|
{
|
|
|
|
|
//delete filter_callback_;
|
|
|
|
|
//filter_callback_->dispose();
|
|
|
|
|
filter_callback_ = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MyOwnerFilterCallbackPhysx tmp = new MyOwnerFilterCallbackPhysx();
|
|
|
|
|
|
|
|
|
|
filter_callback_ = (PxSimulationFilterCallback*)&tmp;
|
|
|
|
|
_worldUserData.trigger_mgr_.Clear();
|
|
|
|
|
|
|
|
|
|
if (!PhysxCommon.Instance.InitPhyxsSDK())
|
|
|
|
|
{
|
|
|
|
|
//LogMgr::GetInstance()->Error(
|
|
|
|
|
// "[PhysxWorld]InitPhyxsSDK() cannot init physxSDK!!!!");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_worldUserData = new WorldUserData();
|
|
|
|
|
CreatePxScene();
|
|
|
|
|
_worldUserData.is_init_world_ = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CreatePxScene()
|
|
|
|
|
{
|
|
|
|
|
if (_worldUserData.px_scene_ != null)
|
|
|
|
|
{
|
|
|
|
|
_worldUserData.px_scene_->ReleaseMut();
|
|
|
|
|
_worldUserData.px_scene_ = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PxSceneDesc sceneDesc = PxSceneDesc_new(PxPhysics_getTolerancesScale(PhysxCommon.Instance.GetPhysics()));
|
|
|
|
|
sceneDesc.gravity = new Vector3(0.0f, 0.0f, 0.0f);
|
|
|
|
|
sceneDesc.cpuDispatcher = (PxCpuDispatcher*)PhysxCommon.Instance.GetCpuDispatcher();
|
|
|
|
|
|
|
|
|
|
delegate*<UInt32, PxFilterData, UInt32, PxFilterData, PxPairFlags*, void*, UInt32, PxFilterFlags> callback;
|
|
|
|
|
callback = &(PxConstValue.PhysxWorldFilterShader);
|
|
|
|
|
sceneDesc.filterShader = (void*)(delegate* unmanaged[Cdecl]<UInt32, PxFilterData, UInt32, PxFilterData, PxPairFlags*, void*, UInt32, PxFilterFlags>)callback;
|
|
|
|
|
|
|
|
|
|
//sceneDesc.simulationEventCallback = this;
|
|
|
|
|
delegate*<void*, PxContactPairHeader*, PxContactPair*, uint, void> tmpContact = &onContact;
|
|
|
|
|
_event_call_back->collision_callback = (delegate* unmanaged[Cdecl]<void*, PxContactPairHeader*, PxContactPair*, uint, void>)tmpContact;
|
2023-07-31 14:10:52 +08:00
|
|
|
|
//根据需要填写用户数据
|
|
|
|
|
_event_call_back->collision_user_data = null;
|
2023-07-31 13:55:44 +08:00
|
|
|
|
|
|
|
|
|
delegate*<void*, PxTriggerPair*, uint, void> tmpTrigger = &onTrigger;
|
|
|
|
|
_event_call_back->trigger_callback = (delegate* unmanaged[Cdecl]<void*, PxTriggerPair*, uint, void>)tmpTrigger;
|
2023-07-31 14:10:52 +08:00
|
|
|
|
_event_call_back->trigger_user_data = null;
|
2023-07-31 13:55:44 +08:00
|
|
|
|
|
|
|
|
|
//其余方法没有重载 不需要设置回调函数
|
|
|
|
|
sceneDesc.simulationEventCallback = create_simulation_event_callbacks(_event_call_back);
|
|
|
|
|
//TODO: 这个需要关注下
|
|
|
|
|
//sceneDesc.simulationEventCallback->OnContactMut();
|
|
|
|
|
|
|
|
|
|
//TODO count该如何传参数?
|
|
|
|
|
fixed (PxTriggerPair* ptr = &_worldUserData.pairs)
|
|
|
|
|
{
|
|
|
|
|
sceneDesc.simulationEventCallback->OnTriggerMut(ptr, _worldUserData.count);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_worldUserData.px_scene_ = PxPhysics_createScene_mut(PhysxCommon.Instance.GetPhysics(), &sceneDesc);
|
|
|
|
|
if (_worldUserData.px_scene_ == null)
|
|
|
|
|
{
|
|
|
|
|
//LogMgr::GetInstance()->Error(
|
|
|
|
|
// "PhysxWorld::CreatePxScene() error:px_scene_ is null");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ChangePVDStatus(bool flag = false)
|
|
|
|
|
{
|
|
|
|
|
if (_worldUserData.px_scene_ == null) return;
|
|
|
|
|
|
|
|
|
|
PxPvdSceneClient* pvdClient = _worldUserData.px_scene_->GetScenePvdClientMut();
|
|
|
|
|
if (pvdClient != null)
|
|
|
|
|
{
|
|
|
|
|
pvdClient->SetScenePvdFlagMut(PxPvdSceneFlag.TransmitConstraints, flag);
|
|
|
|
|
pvdClient->SetScenePvdFlagMut(PxPvdSceneFlag.TransmitContacts, flag);
|
|
|
|
|
pvdClient->SetScenePvdFlagMut(PxPvdSceneFlag.TransmitScenequeries, flag);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PxScene* GetActiveScene() { return _worldUserData.px_scene_; }
|
|
|
|
|
bool IsInitWorld() { return _worldUserData.is_init_world_; }
|
|
|
|
|
|
|
|
|
|
void SyncUser()
|
|
|
|
|
{
|
|
|
|
|
UInt32 nbDynamics = _worldUserData.px_scene_->GetNbActors(PxActorTypeFlags.RigidDynamic);
|
|
|
|
|
if (nbDynamics < 1) { return; }
|
|
|
|
|
|
|
|
|
|
//std::vector<PxRigidActor*> actors(nbDynamics);
|
|
|
|
|
PxRigidActor*[] actors = new PxRigidActor*[nbDynamics];
|
|
|
|
|
fixed (PxRigidActor** actorPtr = actors)
|
|
|
|
|
{
|
|
|
|
|
_worldUserData.px_scene_->GetActors(PxActorTypeFlags.RigidDynamic, (PxActor**)actorPtr, nbDynamics, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//PxSceneWriteLock scopedLock(*px_scene_);
|
|
|
|
|
//PxSceneWriteLock* sceneLock = PxSceneWriteLock_new_alloc(px_scene_, null, 0);
|
|
|
|
|
_worldUserData.px_scene_->LockWriteMut(null, 0);
|
|
|
|
|
for (UInt32 a = 0; a < nbDynamics; ++a)
|
|
|
|
|
{
|
|
|
|
|
//PxRigidActor* actor = actors[a]->is < PxRigidActor > ();
|
|
|
|
|
PxRigidActor* actor = actors[a];
|
|
|
|
|
if (actor == null)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// PxRigidDynamic* dynamic = static_cast<PxRigidDynamic*>(actor);
|
|
|
|
|
PxRigidDynamic* dynamic = (PxRigidDynamic*)(actor);
|
|
|
|
|
PxShape* shape;
|
|
|
|
|
actor->GetShapes(&shape, 1, 0);
|
|
|
|
|
|
|
|
|
|
PhysxObjectType type0 = PxConstValue.PhysxGetUserType(actor);
|
|
|
|
|
if (type0 == PhysxObjectType.PX_AIRSHIP ||
|
|
|
|
|
type0 == PhysxObjectType.PX_MONSTER ||
|
|
|
|
|
type0 == PhysxObjectType.PX_MONSTERGROUP ||
|
|
|
|
|
type0 == PhysxObjectType.PX_TRIGGER)
|
|
|
|
|
{
|
|
|
|
|
//业务代码
|
|
|
|
|
}
|
|
|
|
|
else if (type0 == PhysxObjectType.PX_SPELL)
|
|
|
|
|
{
|
|
|
|
|
//业务代码
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
_worldUserData.px_scene_->UnlockWriteMut();
|
|
|
|
|
//PxSceneWriteLock_delete(sceneLock);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DeleteCollisionWorld()
|
|
|
|
|
{
|
|
|
|
|
if (!_worldUserData.is_init_world_ || _worldUserData.px_scene_ == null) return;
|
|
|
|
|
UInt32 error;
|
|
|
|
|
//px_scene_->simulate(STEP_SECOND);
|
|
|
|
|
//px_scene_->SimulateMut(10);
|
|
|
|
|
//px_scene_->fetchResults(true, &error);
|
|
|
|
|
//TODO 10 是为了语法不报错 需要填写实际业务代码实际STEP_SECOND
|
|
|
|
|
_worldUserData.px_scene_->SimulateMut(10, null, null, 0, controlSimulation: true);
|
|
|
|
|
_worldUserData.px_scene_->FetchResultsMut(true, &error);
|
|
|
|
|
//PxScene_fetchResults_mut(px_scene_, true, &error);
|
|
|
|
|
|
|
|
|
|
_worldUserData.trigger_mgr_.Clear();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
foreach (PxRigidActor* it in _worldUserData._physxBase._physicsActors)
|
|
|
|
|
{
|
|
|
|
|
if ((it != null) && (it->userData != null))
|
|
|
|
|
{
|
|
|
|
|
//TODO
|
|
|
|
|
//释放用户数据
|
|
|
|
|
it->userData = null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_worldUserData._physxBase.RemoveAllActor();
|
|
|
|
|
|
|
|
|
|
if (filter_callback_ != null)
|
|
|
|
|
{
|
|
|
|
|
//TODO:
|
|
|
|
|
//delete filter_callback_;
|
|
|
|
|
filter_callback_ = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//px_scene_->release();
|
|
|
|
|
_worldUserData.px_scene_->ReleaseMut();
|
|
|
|
|
_worldUserData.px_scene_ = null;
|
|
|
|
|
_worldUserData.is_init_world_ = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RemoveAirShipOrSpell(PxRigidActor* obj)
|
|
|
|
|
{
|
|
|
|
|
if (obj != null)
|
|
|
|
|
{
|
|
|
|
|
DeleteTriggerCallBack(obj);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
UInt32 error;
|
|
|
|
|
_worldUserData.px_scene_->SimulateMut(10, null, null, 0, controlSimulation: true);
|
|
|
|
|
_worldUserData.px_scene_->FetchResultsMut(true, &error);
|
|
|
|
|
|
|
|
|
|
//PxSceneWriteLock scopedLock(*px_scene_);
|
|
|
|
|
PxSceneWriteLock* sceneLock = PxSceneWriteLock_new_alloc(_worldUserData.px_scene_, null, 0);
|
|
|
|
|
if (obj->userData != null)
|
|
|
|
|
{
|
|
|
|
|
//delete obj->userData;
|
|
|
|
|
//TODO 释放用户数据
|
|
|
|
|
obj->userData = null;
|
|
|
|
|
}
|
|
|
|
|
_worldUserData._physxBase.RemoveActor(obj);
|
|
|
|
|
PxSceneWriteLock_delete(sceneLock);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SetupFiltering(PxRigidActor* actor, UInt32 filterGroup,
|
|
|
|
|
UInt32 filterMask)
|
|
|
|
|
{
|
|
|
|
|
_worldUserData.px_scene_->LockWriteMut(null, 0);
|
|
|
|
|
PxFilterData filterData = default;
|
|
|
|
|
filterData.word0 = filterGroup; // word0 = own ID
|
|
|
|
|
filterData.word1 = filterMask; // word1 = ID mask to filter pairs that
|
|
|
|
|
filterData.word3 |= (1 << 29); // trigger a contact callback;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
UInt32 numShapes = actor->GetNbShapes();
|
|
|
|
|
PxShape*[] shapes = new PxShape*[numShapes];
|
|
|
|
|
fixed (PxShape** p = shapes)
|
|
|
|
|
{
|
|
|
|
|
actor->GetShapes(p, numShapes, 0);
|
|
|
|
|
for (UInt32 i = 0; i < numShapes; i++)
|
|
|
|
|
{
|
|
|
|
|
PxShape* shape = shapes[i];
|
|
|
|
|
//shape->setSimulationFilterData(filterData);
|
|
|
|
|
shape->SetSimulationFilterDataMut(&filterData);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_worldUserData.px_scene_->UnlockWriteMut();
|
|
|
|
|
}
|
|
|
|
|
// world 类自身方法 end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool RayTest(
|
|
|
|
|
PxRigidActor* actor, PxVec3 start_position,
|
|
|
|
|
PxVec3 normalizedDir, int mask, int group,
|
|
|
|
|
PhysxCollisionHitResult* hit_result,
|
|
|
|
|
float distance = float.MaxValue)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (actor == null) return false;
|
|
|
|
|
|
|
|
|
|
PxRaycastHit* rayHit= stackalloc PxRaycastHit[1];
|
|
|
|
|
|
|
|
|
|
PxQueryFilterData filterData;
|
|
|
|
|
filterData.flags = (PxQueryFlags)mask;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
PhysxWorldRaycastResultCb_1 CB = new PhysxWorldRaycastResultCb_1(&start_position, &normalizedDir);
|
|
|
|
|
CB.callback = &(PhysxWorldRaycastResultCb_1.preFilter);
|
|
|
|
|
|
|
|
|
|
PxQueryFilterCallback* fliterCallBack = create_raycast_filter_callback_func(
|
|
|
|
|
(delegate* unmanaged[Cdecl]<PxRigidActor*, PxFilterData*, PxShape*, uint, void*, PxQueryHitType>)(CB.callback), (void*)&CB.userData);
|
|
|
|
|
bool hasBlock = PxSceneQueryExt_raycastSingle(_worldUserData.px_scene_, &start_position, &normalizedDir, distance, PxHitFlags.Default,rayHit, &filterData, fliterCallBack, null);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
PxQueryFilterCallback_delete(fliterCallBack);
|
|
|
|
|
if (hasBlock)
|
|
|
|
|
{
|
|
|
|
|
hit_result->hit_type = PxConstValue.PhysxGetUserType(rayHit->actor);
|
|
|
|
|
hit_result->pos = rayHit->position;
|
|
|
|
|
PxVec3 disPos = start_position.Multiply(&hit_result->pos);
|
|
|
|
|
float length = disPos.Magnitude();
|
|
|
|
|
//TODO:
|
|
|
|
|
//hit_result->user_ptr = rayHit.block.actor->userData;
|
|
|
|
|
hit_result->shape_ptr = rayHit->shape;
|
|
|
|
|
hit_result->actor_ptr = rayHit->actor;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool SweepCheck(PxGeometry* geometry,
|
|
|
|
|
PxTransform* shapePose,
|
|
|
|
|
PxVec3* unitDir,
|
|
|
|
|
PhysxCollisionHitResult* hit_result)
|
|
|
|
|
{
|
|
|
|
|
if (_worldUserData.px_scene_ == null) return false;
|
|
|
|
|
|
|
|
|
|
//PxSweepBuffer sweepHit =default;
|
|
|
|
|
PxSweepHit sweepHit = default(PxSweepHit);
|
|
|
|
|
PxQueryFilterData filterData = default;
|
|
|
|
|
filterData.flags = PxQueryFlags.Static;
|
|
|
|
|
float distance = 0.1f;
|
|
|
|
|
|
|
|
|
|
bool hasHit = PxSceneQueryExt_sweepSingle(_worldUserData.px_scene_, geometry, shapePose, unitDir, distance, PxHitFlags.Default, &sweepHit, &filterData, null, null, 0.0f);
|
|
|
|
|
if (hasHit = true)
|
|
|
|
|
{
|
|
|
|
|
//hit_result->hit_type = PxConstValue.PhysxGetUserType(sweepHit.actor);
|
|
|
|
|
//// hit_result.pos = sweepHit.block.position;
|
|
|
|
|
//hit_result->user_ptr = sweepHit.actor->userData;
|
|
|
|
|
//hit_result->shape_ptr = sweepHit.shape;
|
|
|
|
|
//hit_result->actor_ptr = sweepHit.actor;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool OverlapCheck(PxGeometry* geometry,
|
|
|
|
|
PxTransform* shapePose,
|
|
|
|
|
List<IntPtr> hero_list)
|
|
|
|
|
{
|
|
|
|
|
if (_worldUserData.px_scene_ == null) return false;
|
|
|
|
|
|
|
|
|
|
PxOverlapHit* hitBuffer = stackalloc PxOverlapHit[128];
|
|
|
|
|
|
|
|
|
|
PxQueryFilterData filterData;
|
|
|
|
|
filterData.flags = PxQueryFlags.Dynamic;
|
|
|
|
|
|
|
|
|
|
bool hasOverLap = PxSceneQueryExt_overlapAny(_worldUserData.px_scene_, geometry, shapePose, hitBuffer, null,null);
|
|
|
|
|
if (hasOverLap )
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool RayCastStatic(
|
|
|
|
|
PxVec3 start_pos, PxVec3 normalized_dir,
|
|
|
|
|
float distance = float.MaxValue)
|
|
|
|
|
{
|
|
|
|
|
//PxRaycastBuffer rayHits = default;
|
|
|
|
|
PxRaycastHit rayHit = default;
|
|
|
|
|
PxQueryFilterData filterData;
|
|
|
|
|
filterData.flags = PxQueryFlags.Static;
|
|
|
|
|
|
|
|
|
|
//注意normalized_dir 需要经过 标准向量化
|
|
|
|
|
bool hasblock = PxSceneQueryExt_raycastSingle(_worldUserData.px_scene_, &start_pos, &normalized_dir, distance, PxHitFlags.Default, &rayHit, &filterData, null, null);
|
|
|
|
|
|
|
|
|
|
if (hasblock == true)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RayCastDynamic(PxVec3 start_pos, PxVec3 normalized_dir,
|
|
|
|
|
float distance, List<IntPtr>* hero_list)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
PxRaycastHit* rayHit = stackalloc PxRaycastHit[128];
|
|
|
|
|
PxQueryFilterData filterData = default;
|
|
|
|
|
filterData.flags = PxQueryFlags.Dynamic;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//如果查询数据超过128 最多返回128 经测试不会崩溃
|
|
|
|
|
int buffSize = PxSceneQueryExt_raycastMultiple(_worldUserData.px_scene_ , & start_pos, &normalized_dir, distance, PxHitFlags.Default, rayHit, 128 , null, &filterData, null ,null);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < buffSize; i++)
|
|
|
|
|
{
|
|
|
|
|
PxRigidActor* tmp = rayHit[i].actor;
|
|
|
|
|
PhysxObjectType type = PxConstValue.PhysxGetUserType(tmp);
|
|
|
|
|
if (type == PhysxObjectType.PX_AIRSHIP ||
|
|
|
|
|
type == PhysxObjectType.PX_MONSTER)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//工具方法 end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 静态回调方法
|
|
|
|
|
public static void onTrigger(void* userData, PxTriggerPair* pairs, UInt32 count)
|
|
|
|
|
{
|
|
|
|
|
if (userData == null) { return; }
|
|
|
|
|
WorldUserData* _worldUserData = (WorldUserData*)userData;
|
|
|
|
|
for (UInt32 i = 0; i < count; i++)
|
|
|
|
|
{
|
|
|
|
|
PxTriggerPair* tp = &pairs[i];
|
|
|
|
|
// ignore pairs when shapes have been deleted
|
|
|
|
|
if ((tp->flags & (PxTriggerPairFlags.RemovedShapeTrigger |
|
|
|
|
|
PxTriggerPairFlags.RemovedShapeOther)) != 0)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (tp->otherActor == null || tp->triggerActor == null)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//TriggerCallBackPtr cb_ptr = trigger_mgr_.FindTrigger(tp->triggerShape);
|
|
|
|
|
//记得释放指针 TriggerCallBackPtr是智能指针定义
|
|
|
|
|
TriggerCallBack* cb_ptr = _worldUserData->trigger_mgr_.FindTrigger(tp->triggerShape);
|
|
|
|
|
|
|
|
|
|
if (cb_ptr == null)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((tp->status & PxPairFlag.NotifyTouchFound) != 0)
|
|
|
|
|
{
|
|
|
|
|
cb_ptr->OnEnter((PxRigidActor*)tp->triggerActor, (PxRigidActor*)tp->otherActor, cb_ptr->effectType_);
|
|
|
|
|
}
|
|
|
|
|
else if ((tp->status & PxPairFlag.NotifyTouchLost) != 0)
|
|
|
|
|
{
|
|
|
|
|
cb_ptr->OnLeave((PxRigidActor*)tp->triggerActor, (PxRigidActor*)tp->otherActor, cb_ptr->effectType_);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static void onContact(void* userData, PxContactPairHeader* pairHeader, PxContactPair* pairs, UInt32 nbPairs)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (userData == null) { return; }
|
|
|
|
|
WorldUserData* _worldUserData = (WorldUserData*)userData;
|
|
|
|
|
|
|
|
|
|
//List<PxContactPairPoint> contactPoints;
|
|
|
|
|
IntPtr[] contactPoints = new IntPtr[128];
|
|
|
|
|
|
|
|
|
|
for (UInt32 i = 0; i < nbPairs; i++)
|
|
|
|
|
{
|
|
|
|
|
PxContactPair* cp = &pairs[i];
|
|
|
|
|
PhysxObjectType type0 = PxConstValue.PhysxGetUserType((PxRigidActor*)pairHeader->actors[0]);
|
|
|
|
|
PhysxObjectType type1 = PxConstValue.PhysxGetUserType((PxRigidActor*)pairHeader->actors[1]);
|
|
|
|
|
|
|
|
|
|
if (((int)cp->events & (int)(PxPairFlag.NotifyTouchFound |
|
|
|
|
|
PxPairFlag.NotifyTouchCcd)) != 0)
|
|
|
|
|
{
|
|
|
|
|
UInt32 contactCount = cp->contactCount;
|
|
|
|
|
if (contactCount < 1) continue;
|
|
|
|
|
Array.Resize<IntPtr>(ref contactPoints, (int)contactCount);
|
|
|
|
|
//structgen_pad0 函数地址
|
|
|
|
|
fixed (IntPtr* contactPointsPtr = contactPoints)
|
|
|
|
|
{
|
|
|
|
|
PxContactPairPoint* conPtr0 = (PxContactPairPoint*)contactPointsPtr->ToPointer();
|
|
|
|
|
cp->ExtractContacts(conPtr0, contactCount);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (UInt32 j = 0; j < contactCount; j++)
|
|
|
|
|
{
|
|
|
|
|
if ((type0 == PhysxObjectType.PX_AIRSHIP &&
|
|
|
|
|
type1 == PhysxObjectType.PX_STATICOBJECT) ||
|
|
|
|
|
(type1 == PhysxObjectType.PX_AIRSHIP &&
|
|
|
|
|
type0 == PhysxObjectType.PX_STATICOBJECT))
|
|
|
|
|
{
|
|
|
|
|
PxRigidDynamic* dynamic = null;
|
|
|
|
|
//KHero* hero = null;
|
|
|
|
|
void* hero = null; // 用户数据
|
|
|
|
|
if (type0 == PhysxObjectType.PX_AIRSHIP)
|
|
|
|
|
{
|
|
|
|
|
//dynamic = Unsafe.AsRef<PxRigidDynamic>(ptr);
|
|
|
|
|
dynamic = (PxRigidDynamic*)(pairHeader->actors[0]);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//dynamic = Unsafe.AsRef<PxRigidDynamic>(ptr);
|
|
|
|
|
dynamic = (PxRigidDynamic*)(pairHeader->actors[0]);
|
|
|
|
|
}
|
|
|
|
|
if (dynamic != null)
|
|
|
|
|
{
|
|
|
|
|
//hero = static_cast<ClassType*>(dynamic->userData)->is < KHero *> ();
|
|
|
|
|
//if (!hero || hero->hit_wall_) continue;
|
|
|
|
|
|
|
|
|
|
//UInt64 now = KG_GetTickCount();
|
|
|
|
|
//TODO:需要根据实际业务完善
|
|
|
|
|
UInt64 now = 100;
|
|
|
|
|
if (now - _worldUserData->test_sync_time_ <= 1000) continue;
|
|
|
|
|
if (type1 != PhysxObjectType.PX_STATICOBJECT) continue;
|
|
|
|
|
|
|
|
|
|
//auto player = hero->GetOwnerPlayer();
|
|
|
|
|
//if (!player) continue;
|
|
|
|
|
|
|
|
|
|
//PxRigidStatic* static_actor = static_cast<PxRigidStatic*>(pairHeader.actors[1]);
|
|
|
|
|
PxRigidStatic* static_actor = (PxRigidStatic*)(pairHeader->actors[1]);
|
|
|
|
|
|
|
|
|
|
UInt32 num = ((PxRigidActor*)(static_actor))->GetNbShapes();
|
|
|
|
|
PxShape*[] shapes = new PxShape*[num];
|
|
|
|
|
fixed (PxShape** p = shapes)
|
|
|
|
|
{
|
|
|
|
|
UInt32 nbShapes = ((PxRigidActor*)(static_actor))->GetShapes(p, num, 0);
|
|
|
|
|
if (num != nbShapes) continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//将碰撞盒子发给客户端显示
|
|
|
|
|
//List<GeometryInfo> geometry_list;
|
|
|
|
|
for (UInt32 k = 0; k < num; k++)
|
|
|
|
|
{
|
|
|
|
|
//if (shapes[k]->GetGeometryType() != PxGeometryType.Box)
|
|
|
|
|
// continue;
|
|
|
|
|
|
|
|
|
|
//必须这么写 和system GetType重名了 总是会调用System GetType
|
|
|
|
|
var geoType = NativeMethodsGroupingExtensions.GetType(ref *shapes[k]->GetGeometry());
|
|
|
|
|
if (geoType != PxGeometryType.Box)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
PxVec3 st_pos = ((PxRigidActor*)(static_actor))->GetGlobalPose().p;
|
|
|
|
|
PxQuat st_quat = ((PxRigidActor*)(static_actor))->GetGlobalPose().q;
|
|
|
|
|
//GeometryInfo info;
|
|
|
|
|
|
|
|
|
|
if (shapes[k]->GetGeometry() != null)
|
|
|
|
|
{
|
|
|
|
|
PxBoxGeometry* box_geometry = (PxBoxGeometry*)(shapes[k]->GetGeometry());
|
|
|
|
|
//业务代码
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
_worldUserData->test_sync_time_ = now;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
else if ((type0 == PhysxObjectType.PX_AIRSHIP ||
|
|
|
|
|
type0 == PhysxObjectType.PX_MONSTER) &&
|
|
|
|
|
type1 == PhysxObjectType.PX_SPELL)
|
|
|
|
|
{
|
|
|
|
|
//业务代码
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (type0 == PhysxObjectType.PX_SPELL &&
|
|
|
|
|
(type1 == PhysxObjectType.PX_AIRSHIP ||
|
|
|
|
|
type1 == PhysxObjectType.PX_MONSTER))
|
|
|
|
|
{
|
|
|
|
|
//业务代码
|
|
|
|
|
}
|
|
|
|
|
else if (type0 == PhysxObjectType.PX_SPELL &&
|
|
|
|
|
type1 == PhysxObjectType.PX_STATICOBJECT)
|
|
|
|
|
{
|
|
|
|
|
//业务代码
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (type0 == PhysxObjectType.PX_STATICOBJECT &&
|
|
|
|
|
type1 == PhysxObjectType.PX_SPELL)
|
|
|
|
|
{
|
|
|
|
|
//业务代码
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (((int)cp->events & (int)PxPairFlag.NotifyTouchLost) != 0)
|
|
|
|
|
{
|
|
|
|
|
if ((type0 == PhysxObjectType.PX_AIRSHIP &&
|
|
|
|
|
type1 == PhysxObjectType.PX_STATICOBJECT) ||
|
|
|
|
|
(type1 == PhysxObjectType.PX_AIRSHIP &&
|
|
|
|
|
type0 == PhysxObjectType.PX_STATICOBJECT))
|
|
|
|
|
{
|
|
|
|
|
PxRigidDynamic* dynamic = null;
|
|
|
|
|
//KHero* hero = null;
|
|
|
|
|
void* hero = null; //业务代码
|
|
|
|
|
if (type0 == PhysxObjectType.PX_AIRSHIP)
|
|
|
|
|
{
|
|
|
|
|
dynamic = (PxRigidDynamic*)(pairHeader->actors[0]);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
dynamic = (PxRigidDynamic*)(pairHeader->actors[1]);
|
|
|
|
|
}
|
|
|
|
|
if (dynamic != null)
|
|
|
|
|
{
|
|
|
|
|
if (dynamic->userData != null)
|
|
|
|
|
{
|
|
|
|
|
// hero = static_cast<ClassType*>(dynamic->userData)->is < KHero *> ();
|
|
|
|
|
}
|
|
|
|
|
if (hero == null)
|
|
|
|
|
{
|
|
|
|
|
// hero->hit_wall_ = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
public static void onConstraintBreak(void* userData, PxConstraintInfo* info, UInt32 flag) { }
|
|
|
|
|
public static void onWake(void* userData, PxActor** actors, UInt32 count) { }
|
|
|
|
|
public static void onSleep(void* userData, PxActor** actors, UInt32 count) { }
|
|
|
|
|
public static void onAdvance(void* userData, PxRigidBody** ppRigid, PxTransform* pTrans, UInt32 nb) { }
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|