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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "plPXPhysicalControllerCore.h"
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#include "plSimulationMgr.h"
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#include "plPXPhysical.h"
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#include "plPXConvert.h"
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#include "pnSceneObject/plSimulationInterface.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "plAvatar/plArmatureMod.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "plDrawable/plDrawableGenerator.h"
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#include "plPhysical/plPhysicalProxy.h"
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#include "pnMessage/plSetNetGroupIDMsg.h"
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#include "plMessage/plCollideMsg.h"
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#include "plModifier/plDetectorLog.h"
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#include "plSurface/hsGMaterial.h" // For our proxy
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#include "plSurface/plLayerInterface.h" // For our proxy
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#include "NxPhysics.h"
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#include "NxCapsuleController.h"
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#include "NxCapsuleShape.h"
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#include "ControllerManager.h"
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static ControllerManager gControllerMgr;
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static std::vector<plPXPhysicalControllerCore*> gControllers;
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static bool gRebuildCache = false;
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#ifndef PLASMA_EXTERNAL_RELEASE
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bool plPXPhysicalControllerCore::fDebugDisplay = false;
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#endif // PLASMA_EXTERNAL_RELEASE
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int plPXPhysicalControllerCore::fPXControllersMax = 0;
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#define kCCTSkinWidth 0.1f
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#define kCCTStepOffset 0.7f
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#define kCCTZOffset ((fRadius + (fHeight / 2)) + kCCTSkinWidth)
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#define kPhysHeightCorrection 0.8f
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#define kPhysZOffset ((kCCTZOffset + (kPhysHeightCorrection / 2)) - 0.05f)
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#define kAvatarMass 200.0f
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static class PXControllerHitReport : public NxUserControllerHitReport
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{
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public:
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virtual NxControllerAction onShapeHit(const NxControllerShapeHit& hit)
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{
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plPXPhysicalControllerCore* controller = (plPXPhysicalControllerCore*)hit.controller->getUserData();
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NxActor& actor = hit.shape->getActor();
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plPXPhysical* phys = (plPXPhysical*)actor.userData;
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
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#ifndef PLASMA_EXTERNAL_RELEASE
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plDbgCollisionInfo info;
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info.fNormal = normal;
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info.fSO = plSceneObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
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NxCapsule capsule;
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controller->GetWorldSpaceCapsule(capsule);
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info.fOverlap = hit.shape->checkOverlapCapsule(capsule);
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controller->fDbgCollisionInfo.Append(info);
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#endif PLASMA_EXTERNAL_RELEASE
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// If the avatar hit a movable physical, apply some force to it.
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if (actor.isDynamic())
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{
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if (!actor.readBodyFlag(NX_BF_KINEMATIC) && !actor.readBodyFlag(NX_BF_FROZEN))
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{
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// Don't apply force when standing on top of an object.
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if (normal.fZ < 0.85f)
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{
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hsVector3 velocity = controller->GetLinearVelocity();
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velocity.fZ = 0.0f;
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float length = velocity.Magnitude();
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if (length > 0)
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{
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// Only allow horizontal pushes for now
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NxVec3 hitDir = hit.worldPos - hit.controller->getPosition();
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hitDir.z = 0.0f;
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hitDir.normalize();
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// Get controller speed along the hitDir
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float cctProj = velocity.fX * hitDir.x + velocity.fY * hitDir.y;
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length = length + cctProj / 2.0f;
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// Get hit actors speed along the hitDir
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float hitProj = actor.getLinearVelocity().dot(hitDir);
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if (hitProj > 0)
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length -= hitProj;
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length *= kAvatarMass;
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hsPoint3 pos((float)hit.worldPos.x, (float)hit.worldPos.y, (float)hit.worldPos.z);
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phys->SetHitForce(plPXConvert::Vector(hitDir * length), pos);
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controller->AddDynamicHit(phys);
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}
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}
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}
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}
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else // else if the avatar hit a static
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{
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controller->fMovementStrategy->AddContactNormals(normal);
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return NX_ACTION_NONE;
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}
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if (phys && phys->GetProperty(plSimulationInterface::kAvAnimPushable))
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{
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hsQuat inverseRotation = controller->fLocalRotation.Inverse();
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
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controller->SetPushingPhysical(phys);
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controller->SetFacingPushingPhysical((inverseRotation.Rotate(&kAvatarForward).InnerProduct(normal) < 0 ? true : false));
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}
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return NX_ACTION_NONE;
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}
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virtual NxControllerAction onControllerHit(const NxControllersHit& hit)
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{
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return NX_ACTION_NONE;
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}
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} gControllerHitReport;
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plPhysicalControllerCore* plPhysicalControllerCore::Create(plKey ownerSO, float height, float width, bool human)
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{
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if (!plPXPhysicalControllerCore::fPXControllersMax || gControllers.size() < plPXPhysicalControllerCore::fPXControllersMax)
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{
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float radius = width / 2.0f;
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float realHeight = height - width;
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return new plPXPhysicalControllerCore(ownerSO, realHeight, radius, human);
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}
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return nil;
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}
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plPXPhysicalControllerCore::plPXPhysicalControllerCore(plKey ownerSO, float height, float radius, bool human)
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: plPhysicalControllerCore(ownerSO, height, radius),
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fController(nil),
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fActor(nil),
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fProxyGen(nil),
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fKinematicCCT(true),
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fHuman(human)
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{
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ICreateController(fLocalPosition);
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fActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
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gControllers.push_back(this);
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}
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plPXPhysicalControllerCore::~plPXPhysicalControllerCore()
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{
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int numControllers = gControllers.size();
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for (int i = 0; i < numControllers; ++i)
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{
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if (gControllers[i] == this)
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{
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gControllers.erase(gControllers.begin()+i);
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break;
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}
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}
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IDeleteController();
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// Release any queued messages we may have
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int numMsgs = fQueuedCollideMsgs.size();
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if (numMsgs)
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{
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for (int i = 0; i < numMsgs; ++i)
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delete fQueuedCollideMsgs[i];
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fQueuedCollideMsgs.clear();
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}
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delete fProxyGen;
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}
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void plPXPhysicalControllerCore::Enable(bool enable)
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{
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if (fEnabled != enable)
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{
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fEnabled = enable;
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if (fEnabled)
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{
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// Defer until the next physics update.
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fEnableChanged = true;
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}
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else
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{
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if (!fKinematicCCT)
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{
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// Dynamic controllers are forced kinematic
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fActor->raiseBodyFlag(NX_BF_KINEMATIC);
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NxShape* shape = fActor->getShapes()[0];
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shape->setGroup(plSimDefs::kGroupAvatarKinematic);
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}
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}
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}
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}
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void plPXPhysicalControllerCore::SetSubworld(plKey world)
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{
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if (fWorldKey != world)
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{
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SimLog("Changing subworlds!");
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// Inform detectors in the old world that we are leaving
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IInformDetectors(false);
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IDeleteController();
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// We need our real global location here, not the interpolated location
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fLocalRotation.MakeMatrix(&fLastGlobalLoc);
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fLastGlobalLoc.SetTranslate(&fLocalPosition);
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if (fWorldKey)
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{
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hsMatrix44 prevSubL2W;
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fPrevSubworldW2L.GetInverse(&prevSubL2W);
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fLastGlobalLoc = prevSubL2W * fLastGlobalLoc;
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}
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// Update our scene object so the change isn't wiped out
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
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if (so)
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{
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hsMatrix44 globalLocInv;
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fLastGlobalLoc.GetInverse(&globalLocInv);
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so->SetTransform(fLastGlobalLoc, globalLocInv);
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so->FlushTransform();
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}
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// Update Local Position and rotation
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fWorldKey = world;
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const plCoordinateInterface* subworldCI = GetSubworldCI();
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if (subworldCI)
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{
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fPrevSubworldW2L = subworldCI->GetWorldToLocal();
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hsMatrix44 l2s = fPrevSubworldW2L * fLastGlobalLoc;
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l2s.GetTranslate(&fLocalPosition);
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fLocalRotation.SetFromMatrix44(l2s);
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}
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else
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{
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fPrevSubworldW2L.Reset();
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fLastGlobalLoc.GetTranslate(&fLocalPosition);
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fLocalRotation.SetFromMatrix44(fLastGlobalLoc);
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}
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fLastLocalPosition = fLocalPosition;
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// Create new controller
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ICreateController(fLocalPosition);
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RebuildCache();
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}
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}
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void plPXPhysicalControllerCore::GetState(hsPoint3& pos, float& zRot)
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{
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// Temporarily use the position point while we get the z rotation
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fLocalRotation.NormalizeIfNeeded();
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fLocalRotation.GetAngleAxis(&zRot, (hsVector3*)&pos);
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if (pos.fZ < 0)
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zRot = (2 * float(M_PI)) - zRot; // axis is backwards, so reverse the angle too
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pos = fLocalPosition;
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}
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void plPXPhysicalControllerCore::SetState(const hsPoint3& pos, float zRot)
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{
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
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if (so)
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{
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hsQuat worldRot;
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hsVector3 zAxis(0.f, 0.f, 1.f);
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worldRot.SetAngleAxis(zRot, zAxis);
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hsMatrix44 l2w, w2l;
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worldRot.MakeMatrix(&l2w);
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l2w.SetTranslate(&pos);
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// Localize new position and rotation to global coords if we're in a subworld
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const plCoordinateInterface* ci = GetSubworldCI();
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if (ci)
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{
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const hsMatrix44& subworldL2W = ci->GetLocalToWorld();
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l2w = subworldL2W * l2w;
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}
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l2w.GetInverse(&w2l);
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so->SetTransform(l2w, w2l);
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so->FlushTransform();
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}
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}
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void plPXPhysicalControllerCore::SetMovementStrategy(plMovementStrategy* strategy)
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{
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if (fKinematicCCT != strategy->IsKinematic())
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{
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IDeleteController();
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fKinematicCCT = !fKinematicCCT;
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ICreateController(fLocalPosition);
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}
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fMovementStrategy = strategy;
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}
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void plPXPhysicalControllerCore::SetGlobalLoc(const hsMatrix44& l2w)
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{
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fLastGlobalLoc = l2w;
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// Update our local position and rotation
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hsPoint3 prevPosition = fLocalPosition;
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const plCoordinateInterface* subworldCI = GetSubworldCI();
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if (subworldCI)
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{
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hsMatrix44 l2s = fPrevSubworldW2L * l2w;
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l2s.GetTranslate(&fLocalPosition);
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fLocalRotation.SetFromMatrix44(l2s);
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}
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else
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{
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l2w.GetTranslate(&fLocalPosition);
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fLocalRotation.SetFromMatrix44(l2w);
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}
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fLastLocalPosition = fLocalPosition;
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if (fProxyGen)
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{
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hsMatrix44 w2l;
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l2w.GetInverse(&w2l);
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fProxyGen->SetTransform(l2w, w2l);
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}
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// Update the physical position
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if (fKinematicCCT)
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{
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hsVector3 disp(&fLocalPosition, &prevPosition);
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if (disp.Magnitude() > 2.f)
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{
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// Teleport the underlying actor most of the way
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disp.Normalize();
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disp *= 0.001f;
|
|
|
|
|
|
|
|
hsPoint3 teleportPos = fLocalPosition - disp;
|
|
|
|
NxVec3 pos(teleportPos.fX, teleportPos.fY, teleportPos.fZ + kPhysZOffset);
|
|
|
|
fActor->setGlobalPosition(pos);
|
|
|
|
}
|
|
|
|
|
|
|
|
NxExtendedVec3 extPos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kCCTZOffset);
|
|
|
|
fController->setPosition(extPos);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NxVec3 pos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kPhysZOffset);
|
|
|
|
if (fActor->readBodyFlag(NX_BF_KINEMATIC))
|
|
|
|
fActor->moveGlobalPosition(pos);
|
|
|
|
else
|
|
|
|
fActor->setGlobalPosition(pos);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::GetPositionSim(hsPoint3& pos)
|
|
|
|
{
|
|
|
|
if (fKinematicCCT)
|
|
|
|
{
|
|
|
|
const NxExtendedVec3& extPos = fController->getPosition();
|
|
|
|
pos.Set((float)extPos.x, (float)extPos.y, (float)extPos.z - kCCTZOffset);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NxVec3 nxPos = fActor->getGlobalPosition();
|
|
|
|
pos.Set(nxPos.x, nxPos.y, nxPos.z - kPhysZOffset);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults)
|
|
|
|
{
|
|
|
|
NxU32 colFlags = 0;
|
|
|
|
|
|
|
|
fController->move(plPXConvert::Vector(displacement), collideWith, 0.00001f, colFlags);
|
|
|
|
|
|
|
|
collisionResults = 0;
|
|
|
|
if (colFlags & NXCC_COLLISION_DOWN)
|
|
|
|
collisionResults |= kBottom;
|
|
|
|
if (colFlags & NXCC_COLLISION_UP)
|
|
|
|
collisionResults |= kTop;
|
|
|
|
if (colFlags & NXCC_COLLISION_SIDES)
|
|
|
|
collisionResults |= kSides;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::SetLinearVelocitySim(const hsVector3& linearVel)
|
|
|
|
{
|
|
|
|
if (!fKinematicCCT)
|
|
|
|
{
|
|
|
|
NxVec3 vel = plPXConvert::Vector(linearVel);
|
|
|
|
fActor->setLinearVelocity(vel);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int plPXPhysicalControllerCore::SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, bool vsDynamics, bool vsStatics,
|
|
|
|
uint32_t& vsSimGroups, std::vector<plControllerSweepRecord>& hits)
|
|
|
|
{
|
|
|
|
NxSweepQueryHit queryHit[10];
|
|
|
|
|
|
|
|
unsigned int flags = NX_SF_ALL_HITS;
|
|
|
|
if (vsDynamics)
|
|
|
|
flags |= NX_SF_DYNAMICS;
|
|
|
|
if (vsStatics)
|
|
|
|
flags |= NX_SF_STATICS;
|
|
|
|
|
|
|
|
NxVec3 vec;
|
|
|
|
vec.x = endPos.fX - startPos.fX;
|
|
|
|
vec.y = endPos.fY - startPos.fY;
|
|
|
|
vec.z = endPos.fZ - startPos.fZ;
|
|
|
|
|
|
|
|
NxShape* shape = fActor->getShapes()[0];
|
|
|
|
NxCapsuleShape* capShape = shape->isCapsule();
|
|
|
|
float radius = capShape->getRadius();
|
|
|
|
float height = capShape->getHeight();
|
|
|
|
|
|
|
|
NxCapsule capsule;
|
|
|
|
capsule.p0 = plPXConvert::Point(startPos);
|
|
|
|
capsule.p0.z = capsule.p0.z + radius;
|
|
|
|
capsule.radius = radius;
|
|
|
|
capsule.p1 = capsule.p0;
|
|
|
|
capsule.p1.z = capsule.p1.z + height;
|
|
|
|
|
|
|
|
NxScene *scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
int numHits = scene->linearCapsuleSweep(capsule, vec, flags, nil, 10, queryHit, nil, vsSimGroups);
|
|
|
|
if (numHits)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < numHits; ++i)
|
|
|
|
{
|
|
|
|
plControllerSweepRecord currentHit;
|
|
|
|
currentHit.ObjHit = (plPhysical*)queryHit[i].hitShape->getActor().userData;
|
|
|
|
if (currentHit.ObjHit)
|
|
|
|
{
|
|
|
|
currentHit.Point = plPXConvert::Point(queryHit[i].point);
|
|
|
|
currentHit.Normal = plPXConvert::Vector(queryHit[i].normal);
|
|
|
|
hits.push_back(currentHit);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return hits.size();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::LeaveAge()
|
|
|
|
{
|
|
|
|
SetPushingPhysical(nil);
|
|
|
|
if (fWorldKey)
|
|
|
|
SetSubworld(nil);
|
|
|
|
|
|
|
|
// Disable all collisions
|
|
|
|
fActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::GetWorldSpaceCapsule(NxCapsule& cap) const
|
|
|
|
{
|
|
|
|
NxShape* shape = fActor->getShapes()[0];
|
|
|
|
NxCapsuleShape* capShape = shape->isCapsule();
|
|
|
|
capShape->getWorldCapsule(cap);
|
|
|
|
}
|
|
|
|
|
|
|
|
plDrawableSpans* plPXPhysicalControllerCore::CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo)
|
|
|
|
{
|
|
|
|
// FIXME
|
|
|
|
plDrawableSpans* myDraw = addTo;
|
|
|
|
bool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask));
|
|
|
|
float radius = fRadius;
|
|
|
|
myDraw = plDrawableGenerator::GenerateSphericalDrawable(fLocalPosition, radius,
|
|
|
|
mat, fLastGlobalLoc, blended,
|
|
|
|
nil, &idx, myDraw);
|
|
|
|
|
|
|
|
/*
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
bool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask));
|
|
|
|
|
|
|
|
myDraw = plDrawableGenerator::GenerateConicalDrawable(fRadius*10, fHeight*10,
|
|
|
|
mat, so->GetLocalToWorld(), blended,
|
|
|
|
nil, &idx, myDraw);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
return myDraw;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::AddDynamicHit(plPXPhysical* phys)
|
|
|
|
{
|
|
|
|
int numHits = fDynamicHits.size();
|
|
|
|
for (int i = 0; i < numHits; ++i)
|
|
|
|
{
|
|
|
|
if (fDynamicHits[i] == phys)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
fDynamicHits.push_back(phys);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::Apply(float delSecs)
|
|
|
|
{
|
|
|
|
plPXPhysicalControllerCore* controller;
|
|
|
|
int numControllers = gControllers.size();
|
|
|
|
for (int i = 0; i < numControllers; ++i)
|
|
|
|
{
|
|
|
|
controller = gControllers[i];
|
|
|
|
if (gRebuildCache && controller->fController)
|
|
|
|
controller->fController->reportSceneChanged();
|
|
|
|
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
controller->fDbgCollisionInfo.SetCount(0);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
controller->IDispatchQueuedMsgs();
|
|
|
|
controller->IApply(delSecs);
|
|
|
|
controller->IProcessDynamicHits();
|
|
|
|
}
|
|
|
|
|
|
|
|
gRebuildCache = false;
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::Update(int numSubSteps, float alpha)
|
|
|
|
{
|
|
|
|
gControllerMgr.updateControllers();
|
|
|
|
|
|
|
|
plPXPhysicalControllerCore* controller;
|
|
|
|
int numControllers = gControllers.size();
|
|
|
|
for (int i = 0; i < numControllers; ++i)
|
|
|
|
{
|
|
|
|
controller = gControllers[i];
|
|
|
|
|
|
|
|
controller->IUpdate(numSubSteps, alpha);
|
|
|
|
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
if (fDebugDisplay)
|
|
|
|
controller->IDrawDebugDisplay();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::UpdateNonPhysical(float alpha)
|
|
|
|
{
|
|
|
|
plPXPhysicalControllerCore* controller;
|
|
|
|
int numControllers = gControllers.size();
|
|
|
|
for (int i = 0; i < numControllers; ++i)
|
|
|
|
{
|
|
|
|
controller = gControllers[i];
|
|
|
|
controller->IUpdateNonPhysical(alpha);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::RebuildCache() { gRebuildCache = true; }
|
|
|
|
|
|
|
|
plPXPhysicalControllerCore* plPXPhysicalControllerCore::GetController(NxActor& actor)
|
|
|
|
{
|
|
|
|
plPXPhysicalControllerCore* controller;
|
|
|
|
int numControllers = gControllers.size();
|
|
|
|
for (int i = 0; i < numControllers; ++i)
|
|
|
|
{
|
|
|
|
controller = gControllers[i];
|
|
|
|
if (controller->fActor == &actor)
|
|
|
|
return controller;
|
|
|
|
}
|
|
|
|
|
|
|
|
return nil;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool plPXPhysicalControllerCore::AnyControllersInThisWorld(plKey world)
|
|
|
|
{
|
|
|
|
plPXPhysicalControllerCore* controller;
|
|
|
|
int numControllers = gControllers.size();
|
|
|
|
for (int i = 0; i < numControllers; ++i)
|
|
|
|
{
|
|
|
|
controller = gControllers[i];
|
|
|
|
if (controller->GetSubworld() == world)
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
int plPXPhysicalControllerCore::GetNumberOfControllersInThisSubWorld(plKey world)
|
|
|
|
{
|
|
|
|
int count = 0;
|
|
|
|
plPXPhysicalControllerCore* controller;
|
|
|
|
int numControllers = gControllers.size();
|
|
|
|
for (int i = 0; i < numControllers; ++i)
|
|
|
|
{
|
|
|
|
controller = gControllers[i];
|
|
|
|
if (controller->GetSubworld() == world)
|
|
|
|
++count;
|
|
|
|
}
|
|
|
|
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
int plPXPhysicalControllerCore::GetControllersInThisSubWorld(plKey world, int maxToReturn, plPXPhysicalControllerCore** bufferout)
|
|
|
|
{
|
|
|
|
int count = 0;
|
|
|
|
plPXPhysicalControllerCore* controller;
|
|
|
|
int numControllers = gControllers.size();
|
|
|
|
for (int i = 0; i < numControllers; ++i)
|
|
|
|
{
|
|
|
|
controller = gControllers[i];
|
|
|
|
if (controller->GetSubworld() == world)
|
|
|
|
{
|
|
|
|
if (count < maxToReturn)
|
|
|
|
{
|
|
|
|
bufferout[count] = controller;
|
|
|
|
++count;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
int plPXPhysicalControllerCore::NumControllers() { return gControllers.size(); }
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::IHandleEnableChanged()
|
|
|
|
{
|
|
|
|
// Defered enable
|
|
|
|
fEnableChanged = false;
|
|
|
|
|
|
|
|
if (!fKinematicCCT)
|
|
|
|
{
|
|
|
|
// Restore dynamic controller
|
|
|
|
fActor->clearBodyFlag(NX_BF_KINEMATIC);
|
|
|
|
NxShape* shape = fActor->getShapes()[0];
|
|
|
|
shape->setGroup(plSimDefs::kGroupAvatar);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Enable actor collisions
|
|
|
|
if (fActor->readActorFlag(NX_AF_DISABLE_COLLISION))
|
|
|
|
fActor->clearActorFlag(NX_AF_DISABLE_COLLISION);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::IInformDetectors(bool entering)
|
|
|
|
{
|
|
|
|
static const NxU32 kDetectorFlag = 1<<plSimDefs::kGroupDetector;
|
|
|
|
static const int kNumShapes = 30;
|
|
|
|
|
|
|
|
DetectorLog("Informing from plPXPhysicalControllerCore::IInformDetectors");
|
|
|
|
|
|
|
|
NxShape* shapes[kNumShapes];
|
|
|
|
NxCapsule capsule;
|
|
|
|
GetWorldSpaceCapsule(capsule);
|
|
|
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
int numCollided = scene->overlapCapsuleShapes(capsule, NX_ALL_SHAPES, kNumShapes, shapes, NULL, kDetectorFlag, NULL, true);
|
|
|
|
for (int i = 0; i < numCollided; ++i)
|
|
|
|
{
|
|
|
|
plPXPhysical* physical = (plPXPhysical*)shapes[i]->getActor().userData;
|
|
|
|
if (physical && physical->DoReportOn(plSimDefs::kGroupAvatar))
|
|
|
|
{
|
|
|
|
plCollideMsg* msg = new plCollideMsg();
|
|
|
|
msg->fOtherKey = fOwner;
|
|
|
|
msg->fEntering = entering;
|
|
|
|
msg->AddReceiver(physical->GetObjectKey());
|
|
|
|
|
|
|
|
// Queue until the next sim step
|
|
|
|
fQueuedCollideMsgs.push_back(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DetectorLog("Done informing from plPXPhysicalControllerCore::IInformDetectors");
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::ICreateController(const hsPoint3& pos)
|
|
|
|
{
|
|
|
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
|
|
|
|
if (fKinematicCCT)
|
|
|
|
{
|
|
|
|
// Use PhysX character controller
|
|
|
|
NxCapsuleControllerDesc desc;
|
|
|
|
desc.position.x = pos.fX;
|
|
|
|
desc.position.y = pos.fY;
|
|
|
|
desc.position.z = pos.fZ + kCCTZOffset;
|
|
|
|
desc.upDirection = NX_Z;
|
|
|
|
desc.slopeLimit = kSlopeLimit;
|
|
|
|
desc.skinWidth = kCCTSkinWidth;
|
|
|
|
desc.stepOffset = kCCTStepOffset;
|
|
|
|
desc.callback = &gControllerHitReport;
|
|
|
|
desc.userData = this;
|
|
|
|
desc.radius = fRadius;
|
|
|
|
desc.height = fHeight;
|
|
|
|
desc.interactionFlag = NXIF_INTERACTION_EXCLUDE;
|
|
|
|
fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc);
|
|
|
|
fActor = fController->getActor();
|
|
|
|
|
|
|
|
// Set the actor group - Dynamics are in group 1 and will report on everything in group 0.
|
|
|
|
// We don't want notifications
|
|
|
|
fActor->setGroup(2);
|
|
|
|
|
|
|
|
// Set the shape group. Not used by the NxController itself,
|
|
|
|
// But required for correct group interactions in the simulation.
|
|
|
|
NxShape* shape = fActor->getShapes()[0];
|
|
|
|
shape->setGroup(plSimDefs::kGroupAvatarKinematic);
|
|
|
|
|
|
|
|
// In PhysX 2, the kinematic actors scale factor isn't exposed.
|
|
|
|
// It is hardcoded at 0.8 which doesn't suit, so we have to manually adjust its dimensions.
|
|
|
|
float kineRadius = fRadius + kCCTSkinWidth;
|
|
|
|
float kineHeight = fHeight;
|
|
|
|
NxCapsuleShape* capShape = shape->isCapsule();
|
|
|
|
if (fHuman)
|
|
|
|
{
|
|
|
|
kineHeight += kPhysHeightCorrection;
|
|
|
|
capShape->setLocalPosition(NxVec3(0.0f, (kPhysHeightCorrection / 2.0f), 0.0f));
|
|
|
|
}
|
|
|
|
capShape->setDimensions(kineRadius, kineHeight);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Use dynamic actor for the character controller
|
|
|
|
NxCapsuleShapeDesc capDesc;
|
|
|
|
capDesc.materialIndex = plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0f, 0.0f);
|
|
|
|
capDesc.radius = fRadius + kCCTSkinWidth;
|
|
|
|
capDesc.height = fHeight + kPhysHeightCorrection;
|
|
|
|
|
|
|
|
NxBodyDesc bodyDesc;
|
|
|
|
bodyDesc.mass = kAvatarMass;
|
|
|
|
bodyDesc.flags = NX_BF_DISABLE_GRAVITY;
|
|
|
|
bodyDesc.flags |= NX_BF_FROZEN_ROT;
|
|
|
|
|
|
|
|
if (fEnabled)
|
|
|
|
capDesc.group = plSimDefs::kGroupAvatar;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bodyDesc.flags |= NX_BF_KINEMATIC;
|
|
|
|
capDesc.group = plSimDefs::kGroupAvatarKinematic;
|
|
|
|
}
|
|
|
|
|
|
|
|
NxActorDesc actorDesc;
|
|
|
|
actorDesc.shapes.pushBack(&capDesc);
|
|
|
|
actorDesc.body = &bodyDesc;
|
|
|
|
actorDesc.group = 2;
|
|
|
|
|
|
|
|
actorDesc.globalPose.M.rotX(NxHalfPiF32);
|
|
|
|
actorDesc.globalPose.t.x = pos.fX;
|
|
|
|
actorDesc.globalPose.t.y = pos.fY;
|
|
|
|
actorDesc.globalPose.t.z = pos.fZ + kPhysZOffset;
|
|
|
|
|
|
|
|
fActor = scene->createActor(actorDesc);
|
|
|
|
}
|
|
|
|
|
|
|
|
fSeeking = false;
|
|
|
|
|
|
|
|
// Create proxy for the debug display
|
|
|
|
/* FIXME
|
|
|
|
// the avatar proxy doesn't seem to work... not sure why?
|
|
|
|
hsColorRGBA physColor;
|
|
|
|
float opac = 1.0f;
|
|
|
|
|
|
|
|
// local avatar is light purple and transparent
|
|
|
|
physColor.Set(.2f, .1f, .2f, 1.f);
|
|
|
|
opac = 0.8f;
|
|
|
|
|
|
|
|
fProxyGen = new plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac);
|
|
|
|
fProxyGen->Init(this);
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::IDeleteController()
|
|
|
|
{
|
|
|
|
if (fKinematicCCT)
|
|
|
|
{
|
|
|
|
gControllerMgr.releaseController(*fController);
|
|
|
|
fController = nil;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
|
|
|
scene->releaseActor(*fActor);
|
|
|
|
}
|
|
|
|
|
|
|
|
fActor = nil;
|
|
|
|
plSimulationMgr::GetInstance()->ReleaseScene(fWorldKey);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::IDispatchQueuedMsgs()
|
|
|
|
{
|
|
|
|
int numMsgs = fQueuedCollideMsgs.size();
|
|
|
|
if (numMsgs)
|
|
|
|
{
|
|
|
|
plSimulationMgr* simMgr = plSimulationMgr::GetInstance();
|
|
|
|
for (int i = 0; i < numMsgs; ++i)
|
|
|
|
simMgr->AddCollisionMsg(fQueuedCollideMsgs[i]);
|
|
|
|
|
|
|
|
fQueuedCollideMsgs.clear();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plPXPhysicalControllerCore::IProcessDynamicHits()
|
|
|
|
{
|
|
|
|
int numHits = fDynamicHits.size();
|
|
|
|
if (numHits)
|
|
|
|
{
|
|
|
|
plPXPhysical* phys;
|
|
|
|
plSimulationMgr* simMgr = plSimulationMgr::GetInstance();
|
|
|
|
for (int i = 0; i < numHits; ++i)
|
|
|
|
{
|
|
|
|
phys = fDynamicHits[i];
|
|
|
|
|
|
|
|
// If this is the local avatar, we need to take ownership of this dynamic if we haven't already
|
|
|
|
if (fLOSDB == plSimDefs::kLOSDBLocalAvatar && !phys->IsLocallyOwned() && !phys->GetProperty(plSimulationInterface::kNoOwnershipChange))
|
|
|
|
{
|
|
|
|
plSynchedObject* obj = plSynchedObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
|
|
|
|
obj->SetNetGroupConstant(plNetGroup::kNetGroupLocalPhysicals);
|
|
|
|
|
|
|
|
plSetNetGroupIDMsg* setNetGroupID = new plSetNetGroupIDMsg;
|
|
|
|
setNetGroupID->fId = plNetGroup::kNetGroupRemotePhysicals;
|
|
|
|
setNetGroupID->SetBCastFlag(plMessage::kNetPropagate | plMessage::kNetForce);
|
|
|
|
setNetGroupID->SetBCastFlag(plMessage::kLocalPropagate, false);
|
|
|
|
setNetGroupID->Send(obj->GetKey());
|
|
|
|
}
|
|
|
|
|
|
|
|
phys->ApplyHitForce();
|
|
|
|
simMgr->ConsiderSynch(phys, nil);
|
|
|
|
}
|
|
|
|
fDynamicHits.clear();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
#include "../plPipeline/plDebugText.h"
|
|
|
|
|
|
|
|
void plPXPhysicalControllerCore::IDrawDebugDisplay()
|
|
|
|
{
|
|
|
|
plDebugText &debugTxt = plDebugText::Instance();
|
|
|
|
plString debugString;
|
|
|
|
int y = 10; // Initial draw position
|
|
|
|
int x = 10;
|
|
|
|
int lineHeight = debugTxt.GetFontSize() + 4;
|
|
|
|
|
|
|
|
debugString = plString::Format("Controller Count: %d", gControllers.size());
|
|
|
|
debugTxt.DrawString(x, y, debugString.c_str());
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
// Only display avatar collisions if any exist...
|
|
|
|
int collisionCount = fDbgCollisionInfo.GetCount();
|
|
|
|
if (collisionCount > 0)
|
|
|
|
{
|
|
|
|
debugTxt.DrawString(x, y, "Avatar Collisions:");
|
|
|
|
y += lineHeight;
|
|
|
|
|
|
|
|
for (int i = 0; i < collisionCount; i++)
|
|
|
|
{
|
|
|
|
hsVector3 normal = fDbgCollisionInfo[i].fNormal;
|
|
|
|
const char* overlapStr = fDbgCollisionInfo[i].fOverlap ? "yes" : "no";
|
|
|
|
float angle = hsRadiansToDegrees(acos(normal * hsVector3(0, 0, 1)));
|
|
|
|
debugString = plString::Format("\tObj: %s, Normal: (%.2f, %.2f, %.2f), Angle(%.1f), Overlap(%s)",
|
|
|
|
fDbgCollisionInfo[i].fSO->GetKeyName().c_str(),
|
|
|
|
normal.fX, normal.fY, normal.fZ, angle,
|
|
|
|
overlapStr);
|
|
|
|
debugTxt.DrawString(x, y, debugString.c_str());
|
|
|
|
y += lineHeight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif PLASMA_EXTERNAL_RELEASE
|
|
|
|
|