PxControllerManager

Defined in include/characterkinematic/PxControllerManager.h

class PxControllerManager

Manages an array of character controllers.

See also

PxController PxBoxController PxCapsuleController

Public Functions

virtual void release() = 0

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.

virtual PxScene &getScene() const = 0

Returns the scene the manager is adding the controllers to.

Returns

The associated physics scene.

virtual PxU32 getNbControllers() const = 0

Returns the number of controllers that are being managed.

Returns

The number of controllers.

virtual PxController *getController(PxU32 index) = 0

Retrieve one of the controllers in the manager.

Parameters

index – the index of the controller to return

Returns

The controller with the specified index.

virtual PxController *createController(const PxControllerDesc &desc) = 0

Creates a new character controller.

See also

PxController PxController.release() PxControllerDesc

Parameters

desc[in] The controllers descriptor

Returns

The new controller

virtual void purgeControllers() = 0

Releases all the controllers that are being managed.

virtual PxRenderBuffer &getRenderBuffer() = 0

Retrieves debug data.

See also

PxControllerManager.setDebugRenderingFlags()

Returns

The render buffer filled with debug-render data

virtual void setDebugRenderingFlags(PxControllerDebugRenderFlags flags) = 0

Sets debug rendering flags.

See also

PxControllerManager.getRenderBuffer() PxControllerDebugRenderFlags

Parameters

flags[in] The debug rendering flags (combination of PxControllerDebugRenderFlags)

virtual PxU32 getNbObstacleContexts() const = 0

Returns the number of obstacle contexts that are being managed.

Returns

The number of obstacle contexts.

virtual PxObstacleContext *getObstacleContext(PxU32 index) = 0

Retrieve one of the obstacle contexts in the manager.

Parameters

index – The index of the obstacle context to retrieve.

Returns

The obstacle context with the specified index.

virtual PxObstacleContext *createObstacleContext() = 0

Creates an obstacle context.

See also

PxObstacleContext

Returns

New obstacle context

virtual void computeInteractions(PxF32 elapsedTime, PxControllerFilterCallback *cctFilterCb = NULL) = 0

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[in] Elapsed time since last call

  • cctFilterCb[in] Filtering callback for CCT-vs-CCT interactions

virtual void setTessellation(bool flag, float maxEdgeLength) = 0

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[in] True/false to enable/disable runtime tessellation.

  • maxEdgeLength[in] Max edge length allowed before tessellation kicks in.

virtual void setOverlapRecoveryModule(bool flag) = 0

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[in] True/false to enable/disable overlap recovery module.

virtual void setPreciseSweeps(bool flag) = 0

Enables or disables the precise sweeps.

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

By default, precise sweeps are enabled.

Parameters

flag[in] True/false to enable/disable precise sweeps.

virtual void setPreventVerticalSlidingAgainstCeiling(bool flag) = 0

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[in] True/false to enable/disable sliding.

virtual void shiftOrigin(const PxVec3 &shift) = 0

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[in] Translation vector to shift the origin by.

Protected Functions

inline PxControllerManager()
inline virtual ~PxControllerManager()