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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 "plPhysicalControllerCore.h"
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#include "plMessage/plLOSHitMsg.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "plPhysical.h"
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#include "pnMessage/plCorrectionMsg.h"
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#include "plSwimRegion.h"
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#include "plArmatureMod.h" // for LOS enum type
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#include "plMatrixChannel.h"
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#include "hsTimer.h"
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#include "plPhysX/plSimulationMgr.h"
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#include "plPhysX/plPXPhysical.h"
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#include "pnMessage/plSetNetGroupIDMsg.h"
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#define kSWIMRADIUS 1.1f
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#define kSWIMHEIGHT 2.8f
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#define kGENERICCONTROLLERRADIUS 1.1f
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#define kGENERICCONTROLLERHEIGHT 2.8f
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//#define kSWIMMINGCONTACTSLOPELIMIT (cosf(hsDegreesToRadians(80.f)))
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const float plMovementStrategy::kAirTimeThreshold = .1f; // seconds
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bool CompareMatrices(const hsMatrix44 &matA, const hsMatrix44 &matB, float tolerance);
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bool operator<(const plControllerSweepRecord left, const plControllerSweepRecord right)
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{
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if(left.TimeHit < right.TimeHit) return true;
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else return false;
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}
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plMovementStrategy::plMovementStrategy(plPhysicalControllerCore* core)
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{
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this->fTimeInAir=0.0f;
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fCore=core;
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fOwner=core->GetOwner();
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this->fPreferedControllerHeight=kGENERICCONTROLLERHEIGHT;
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this->fPreferedControllerWidth=kGENERICCONTROLLERRADIUS;
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}
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void plMovementStrategy::IApplyKinematic()
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{
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// first apply sceneobject update to the kinematic
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
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if (so)
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{
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// If we've been moved since the last physics update (somebody warped us),
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// update the physics before we apply velocity.
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const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld();
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if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f))
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{
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fCore->SetKinematicLoc(l2w);
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//fCore->SetGlobalLoc(l2w);
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}
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}
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}
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plPhysicalControllerCore::~plPhysicalControllerCore()
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{
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}
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void plPhysicalControllerCore::Apply(float delSecs)
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{
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fSimLength=delSecs;
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hsAssert(fMovementInterface, "plPhysicalControllerCore::Apply() missing a movement interface");
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if(fMovementInterface)fMovementInterface->Apply(delSecs);
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}
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void plPhysicalControllerCore::PostStep(float delSecs)
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{
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hsAssert(fMovementInterface, "plPhysicalControllerCore::PostStep() missing a movement interface");
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if(fMovementInterface)fMovementInterface->PostStep(delSecs);
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}
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void plPhysicalControllerCore::Update(float delSecs)
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{
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hsAssert(fMovementInterface, "plPhysicalControllerCore::Update() missing a movement interface");
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if(fMovementInterface)fMovementInterface->Update(delSecs);
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}
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void plPhysicalControllerCore::SendCorrectionMessages()
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{
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
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plCorrectionMsg* corrMsg = new plCorrectionMsg;
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corrMsg->fLocalToWorld = fLastGlobalLoc;
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corrMsg->fLocalToWorld.GetInverse(&corrMsg->fWorldToLocal);
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corrMsg->fDirtySynch = true;
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// Send the new position to the plArmatureMod and the scene object
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const plArmatureMod* armMod = plArmatureMod::ConvertNoRef(so->GetModifierByType(plArmatureMod::Index()));
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if (armMod)
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corrMsg->AddReceiver(armMod->GetKey());
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corrMsg->AddReceiver(fOwner);
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corrMsg->Send();
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}
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plPhysicalControllerCore::plPhysicalControllerCore(plKey OwnerSceneObject, float height, float radius)
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:fMovementInterface(nil)
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,fOwner(OwnerSceneObject)
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,fHeight(height)
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,fRadius(radius)
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,fWorldKey(nil)
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,fLinearVelocity(0.f,0.f,0.f)
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,fAngularVelocity(0.f)
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,fAchievedLinearVelocity(0.0f,0.0f,0.0f)
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,fLocalPosition(0.0f,0.0f,0.0f)
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,fLocalRotation(0.0f,0.0f,0.0f,1.0f)
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,fSeeking(false)
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,fEnabled(true)
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,fEnableChanged(false)
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,fLOSDB(plSimDefs::kLOSDBNone)
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,fDisplacementThisStep(0.f,0.f,0.f)
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,fSimLength(0.f)
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,fKinematic(false)
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,fKinematicEnableNextUpdate(false)
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,fNeedsResize(false)
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,fPushingPhysical(nil)
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{
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}
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void plPhysicalControllerCore::UpdateSubstepNonPhysical()
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{
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// When we're in non-phys or a behavior we can't go through the rest of the function
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// so we need to get out early, but we need to update the current position if we're
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// in a subworld.
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
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const plCoordinateInterface* ci = GetSubworldCI();
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if (ci && so)
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{
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const hsMatrix44& soL2W = so->GetCoordinateInterface()->GetLocalToWorld();
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const hsMatrix44& ciL2W = ci->GetLocalToWorld();
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hsMatrix44 l2w =GetPrevSubworldW2L()* soL2W;
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l2w = ciL2W * l2w;
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hsMatrix44 w2l;
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l2w.GetInverse(&w2l);
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((plCoordinateInterface*)so->GetCoordinateInterface())->SetTransform(l2w, w2l);
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((plCoordinateInterface*)so->GetCoordinateInterface())->FlushTransform();
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SetGlobalLoc(l2w);
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}
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}
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void plPhysicalControllerCore::CheckAndHandleAnyStateChanges()
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{
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if (IsEnabledChanged())HandleEnableChanged();
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if (IsKinematicChanged())HandleKinematicChanged();
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if (IsKinematicEnableNextUpdate())HandleKinematicEnableNextUpdate();
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}
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void plPhysicalControllerCore::MoveActorToSim()
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{
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// Get the current position of the physical
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hsPoint3 curLocalPos;
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hsPoint3 lastLocalPos;
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GetPositionSim(curLocalPos);
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MoveKinematicToController(curLocalPos);
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lastLocalPos=GetLocalPosition();
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fDisplacementThisStep= hsVector3(curLocalPos - lastLocalPos);
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fLocalPosition = curLocalPos;
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if(fSimLength>0.0f)
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fAchievedLinearVelocity=fDisplacementThisStep/fSimLength;
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else fAchievedLinearVelocity.Set(0.0f,0.0f,0.0f);
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}
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void plPhysicalControllerCore::IncrementAngle(float deltaAngle)
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{
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float angle;
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hsVector3 axis;
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fLocalRotation.NormalizeIfNeeded();
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fLocalRotation.GetAngleAxis(&angle, &axis);
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// adjust it (quaternions are weird...)
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if (axis.fZ < 0)
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angle = (2*M_PI) - angle; // axis is backwards, so reverse the angle too
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angle += deltaAngle;
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// make sure we wrap around
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if (angle < 0)
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angle = (2*M_PI) + angle; // angle is -, so this works like a subtract
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if (angle >= (2*M_PI))
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angle = angle - (2*M_PI);
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// and set the new angle
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fLocalRotation.SetAngleAxis(angle, hsVector3(0,0,1));
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}
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void plPhysicalControllerCore::UpdateWorldRelativePos()
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{
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// Apply rotation and translation
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fLocalRotation.MakeMatrix(&fLastGlobalLoc);
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fLastGlobalLoc.SetTranslate(&fLocalPosition);
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// Localize to global coords if 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& l2w = ci->GetLocalToWorld();
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fLastGlobalLoc = l2w * fLastGlobalLoc;
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}
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}
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plPhysical* plPhysicalControllerCore::GetPushingPhysical()
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{
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return fPushingPhysical;
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}
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const hsVector3& plPhysicalControllerCore::GetLinearVelocity()
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{
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return fLinearVelocity;
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}
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bool plPhysicalControllerCore::GetFacingPushingPhysical()
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{
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return fFacingPushingPhysical;
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}
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///////////////////////////
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//Walking Strategy
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void plWalkingStrategy::Apply(float delSecs)
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{
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//Apply Should Only be Called from a PhysicalControllerCore
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hsAssert(fCore,"No Core shouldn't be Applying");
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uint32_t collideFlags =
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1<<plSimDefs::kGroupStatic |
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1<<plSimDefs::kGroupAvatarBlocker |
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1<<plSimDefs::kGroupDynamic;
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if(!fCore->IsSeeking())
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{
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collideFlags|=(1<<plSimDefs::kGroupExcludeRegion);
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}
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bool OnTopOfAnimatedPhys=false;
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hsVector3 LinearVelocity=fCore->GetLinearVelocity();
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hsVector3 AchievedLinearVelocity=fCore->GetAchievedLinearVelocity();
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hsPoint3 positionBegin;
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fCore->GetPositionSim(positionBegin);
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bool recovered=false;
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if (fCore->IsKinematic())
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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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// If we've been moved since the last physics update (somebody warped us),
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// update the physics before we apply velocity.
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const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld();
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if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f))
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{
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fCore->SetKinematicLoc(l2w);
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fCore->SetGlobalLoc(l2w);
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}
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}
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return;
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}
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if (!fCore->IsEnabled())
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return;
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bool gotGroundHit = fGroundHit;
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fGroundHit = false;
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fCore->SetPushingPhysical(nil);
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fCore->SetFacingPushingPhysical( false);
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plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
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if (so)
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{
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static const float kGravity = -32.f;
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// If we've been moved since the last physics update (somebody warped us),
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// update the physics before we apply velocity.
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const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld();
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if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f))
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fCore->SetGlobalLoc(l2w);
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// Convert our avatar relative velocity to subworld relative
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if (!LinearVelocity.IsEmpty())
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{
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LinearVelocity = l2w * LinearVelocity;
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const plCoordinateInterface* subworldCI = fCore->GetSubworldCI();
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if (subworldCI)
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LinearVelocity = subworldCI->GetWorldToLocal() * LinearVelocity;
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}
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// Add in gravity if the avatar's z velocity isn't being set explicitly
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// (Add in a little fudge factor, since the animations usually add a
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// tiny bit of z.)
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if (hsABS(LinearVelocity.fZ) < 0.001f)
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{
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// Get our previous z velocity. If we're on the ground, clamp it to zero at
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// the largest, so we won't launch into the air if we're running uphill.
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float prevZVel = AchievedLinearVelocity.fZ;
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if (IsOnGround())
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prevZVel = hsMinimum(prevZVel, 0.f);
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float grav = kGravity * delSecs;
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// If our gravity contribution isn't high enough this frame, we won't
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// report a collision even when standing on solid ground.
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float maxGrav = -.001f / delSecs;
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if (grav > maxGrav)
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grav = maxGrav;
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LinearVelocity.fZ = prevZVel + grav;
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}
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// If we're airborne and the velocity isn't set, use the velocity from
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// the last frame so we maintain momentum.
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if (!IsOnGround() && LinearVelocity.fX == 0.f && LinearVelocity.fY == 0.f)
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{
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LinearVelocity.fX = AchievedLinearVelocity.fX;
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LinearVelocity.fY = AchievedLinearVelocity.fY;
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}
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if (!IsOnGround() || IsOnFalseGround())
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{
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// We're not on solid ground, so we should be sliding against whatever
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// we're hitting (like a rock cliff). Each vector in fSlidingNormals is
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// the surface normal of a collision that's too steep to be ground, so
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// we project our current velocity onto that plane and slide along the
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// wall.
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//
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// Also, sometimes PhysX reports a bunch of collisions from the wall,
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// but nothing from underneath (when there should be). So if we're not
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// touching ground, we offset the avatar in the direction of the
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// surface normal(s). This doesn't fix the issue 100%, but it's a hell
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// of a lot better than nothing, and suitable duct tape until a future
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// PhysX revision fixes the issue.
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//
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// Yes, there's room for optimization here if we care.
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hsVector3 offset(0.f, 0.f, 0.f);
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|
for (int i = 0; i < fContactNormals.GetCount(); i++)
|
|
|
|
{
|
|
|
|
offset += fContactNormals[i];
|
|
|
|
hsVector3 velNorm = LinearVelocity;
|
|
|
|
|
|
|
|
if (velNorm.MagnitudeSquared() > 0)
|
|
|
|
velNorm.Normalize();
|
|
|
|
|
|
|
|
if (velNorm * fContactNormals[i] < 0)
|
|
|
|
{
|
|
|
|
hsVector3 proj = (velNorm % fContactNormals[i]) % fContactNormals[i];
|
|
|
|
if (velNorm * proj < 0)
|
|
|
|
proj *= -1.f;
|
|
|
|
LinearVelocity = LinearVelocity.Magnitude() * proj;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (offset.MagnitudeSquared() > 0)
|
|
|
|
{
|
|
|
|
// 5 ft/sec is roughly the speed we walk backwards.
|
|
|
|
// The higher the value, the less likely you'll trip
|
|
|
|
// the bug, and this seems reasonable.
|
|
|
|
offset.Normalize();
|
|
|
|
LinearVelocity += offset * 5.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//make terminal velocity equal to k. it is wrong but has been this way and
|
|
|
|
//don't want to break any puzzles. on top of that it will reduce tunneling behavior
|
|
|
|
if(LinearVelocity.fZ<kGravity)LinearVelocity.fZ=kGravity;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
fCore->SetLinearVelocity(LinearVelocity);
|
|
|
|
// Scale the velocity to our actual step size (by default it's feet/sec)
|
|
|
|
hsVector3 vel(LinearVelocity.fX * delSecs, LinearVelocity.fY * delSecs, LinearVelocity.fZ * delSecs);
|
|
|
|
unsigned int colFlags = 0;
|
|
|
|
fGroundHit = false;
|
|
|
|
fFalseGround = false;
|
|
|
|
fContactNormals.Swap(fPrevSlidingNormals);
|
|
|
|
fContactNormals.SetCount(0);
|
|
|
|
fCore->Move(vel, collideFlags, colFlags);
|
|
|
|
ICheckForFalseGround();
|
|
|
|
//if(fReqMove2) fCore->Move2(vel);
|
|
|
|
/*If the Physx controller thinks we have a collision from below, need to make sure we
|
|
|
|
have at least have false ground, otherwise Autostepping can send us into the air, and we will some times
|
|
|
|
float/panic link. For some reason the NxControllerHitReport does not always send messages
|
|
|
|
regarding Controller contact with ground plane, but will (almost) always return NXCC_COLLISION_DOWN
|
|
|
|
with the move method.
|
|
|
|
*/
|
|
|
|
if((colFlags&kBottom ) &&(fGroundHit==false))
|
|
|
|
{
|
|
|
|
fFalseGround=true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(colFlags&kTop)
|
|
|
|
{
|
|
|
|
fHitHead=true;
|
|
|
|
//Did you hit your head on a dynamic?
|
|
|
|
//with Physx's wonderful controller hit report vs flags issues we need to actually sweep to see
|
|
|
|
std::multiset< plControllerSweepRecord > HitsDynamic;
|
|
|
|
uint32_t testFlag=1<<plSimDefs::kGroupDynamic;
|
|
|
|
hsPoint3 startPos;
|
|
|
|
hsPoint3 endPos;
|
|
|
|
fCore->GetPositionSim(startPos);
|
|
|
|
endPos= startPos + vel;
|
|
|
|
int NumObjsHit=fCore->SweepControllerPath(startPos, endPos, true, false, testFlag, HitsDynamic);
|
|
|
|
if(NumObjsHit>0)
|
|
|
|
{
|
|
|
|
for(std::multiset< plControllerSweepRecord >::iterator curObj= HitsDynamic.begin();
|
|
|
|
curObj!=HitsDynamic.end(); curObj++)
|
|
|
|
{
|
|
|
|
|
|
|
|
hsAssert(curObj->ObjHit,"We allegedly hit something, but there is no plasma physical associated with it");
|
|
|
|
if(curObj->ObjHit)
|
|
|
|
{//really we shouldn't have to check hitObj should be nil only if we miss, or the physX object
|
|
|
|
//doesn't have a user data associated with this either way this just shouldn't happen
|
|
|
|
hsVector3 hitObjVel;
|
|
|
|
curObj->ObjHit->GetLinearVelocitySim(hitObjVel);
|
|
|
|
hsVector3 relativevel=LinearVelocity-hitObjVel;
|
|
|
|
curObj->ObjHit->SetHitForce(relativevel * 10.0f * (*curObj).ObjHit->GetMass(), (*curObj).locHit);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
HitsDynamic.clear();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plWalkingStrategy::ICheckForFalseGround()
|
|
|
|
{
|
|
|
|
if (fGroundHit)
|
|
|
|
return; // Already collided with "real" ground.
|
|
|
|
|
|
|
|
// We need to check for the case where the avatar hasn't collided with "ground", but is colliding
|
|
|
|
// with a few other objects so that he's not actually falling (wedged in between some slopes).
|
|
|
|
// We do this by answering the following question (in 2d top-down space): "If you sort the contact
|
|
|
|
// normals by angle, is there a large enough gap between normals?"
|
|
|
|
//
|
|
|
|
// If you think in terms of geometry, this means a collection of surfaces are all pushing on you.
|
|
|
|
// If they're pushing from all sides, you have nowhere to go, and you won't fall. There needs to be
|
|
|
|
// a gap, so that you're pushed out and have somewhere to fall. This is the same as finding a gap
|
|
|
|
// larger than 180 degrees between sorted normals.
|
|
|
|
//
|
|
|
|
// The problem is that on top of that, the avatar needs enough force to shove him out that gap (he
|
|
|
|
// has to overcome friction). I deal with that by making the threshold (360 - (180 - 60) = 240). I've
|
|
|
|
// seen up to 220 reached in actual gameplay in a situation where we'd want this to take effect.
|
|
|
|
// This is the same running into 2 walls where the angle between them is 60.
|
|
|
|
int i, j;
|
|
|
|
const float threshold = hsDegreesToRadians(240.f);
|
|
|
|
int numContacts = fContactNormals.GetCount() + fPrevSlidingNormals.GetCount();
|
|
|
|
if (numContacts >= 2)
|
|
|
|
{
|
|
|
|
// For extra fun... PhysX will actually report some collisions every other frame, as though
|
|
|
|
// we're bouncing back and forth between the two (or more) objects blocking us. So it's not
|
|
|
|
// enough to look at this frame's collisions, we have to check previous frames too.
|
|
|
|
hsTArray<float> fCollisionAngles;
|
|
|
|
fCollisionAngles.SetCount(numContacts);
|
|
|
|
int angleIdx = 0;
|
|
|
|
for (i = 0; i < fContactNormals.GetCount(); i++, angleIdx++)
|
|
|
|
{
|
|
|
|
fCollisionAngles[angleIdx] = atan2(fContactNormals[i].fY, fContactNormals[i].fX);
|
|
|
|
}
|
|
|
|
for (i = 0; i < fPrevSlidingNormals.GetCount(); i++, angleIdx++)
|
|
|
|
{
|
|
|
|
fCollisionAngles[angleIdx] = atan2(fPrevSlidingNormals[i].fY, fPrevSlidingNormals[i].fX);
|
|
|
|
}
|
|
|
|
// numContacts is rarely larger than 6, so let's do a simple bubble sort.
|
|
|
|
for (i = 0; i < numContacts; i++)
|
|
|
|
{
|
|
|
|
for (j = i + 1; j < numContacts; j++)
|
|
|
|
{
|
|
|
|
if (fCollisionAngles[i] > fCollisionAngles[j])
|
|
|
|
{
|
|
|
|
float tempAngle = fCollisionAngles[i];
|
|
|
|
fCollisionAngles[i] = fCollisionAngles[j];
|
|
|
|
fCollisionAngles[j] = tempAngle;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// sorted, now we check.
|
|
|
|
for (i = 1; i < numContacts; i++)
|
|
|
|
{
|
|
|
|
if (fCollisionAngles[i] - fCollisionAngles[i - 1] >= threshold)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (i == numContacts)
|
|
|
|
{
|
|
|
|
// We got to the end. Check the last with the first and make your decision.
|
|
|
|
if (!(fCollisionAngles[0] - fCollisionAngles[numContacts - 1] >= (threshold - 2 * M_PI)))
|
|
|
|
fFalseGround = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plWalkingStrategy::Update(float delSecs)
|
|
|
|
{
|
|
|
|
//Update Should Only be Called from a PhysicalControllerCore
|
|
|
|
hsAssert(fCore,"Running Update: but have no Core");
|
|
|
|
float AngularVelocity=fCore->GetAngularVelocity();
|
|
|
|
hsVector3 LinearVelocity=fCore->GetLinearVelocity();
|
|
|
|
|
|
|
|
if (!fCore->IsEnabled() || fCore->IsKinematic())
|
|
|
|
{
|
|
|
|
fCore->UpdateSubstepNonPhysical();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
fCore->CheckAndHandleAnyStateChanges();
|
|
|
|
if (!fGroundHit && !fFalseGround)
|
|
|
|
fTimeInAir += delSecs;
|
|
|
|
else
|
|
|
|
fTimeInAir = 0.f;
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
fCore->MoveActorToSim();
|
|
|
|
if (AngularVelocity != 0.f)
|
|
|
|
{
|
|
|
|
float deltaAngle=AngularVelocity*delSecs;
|
|
|
|
fCore->IncrementAngle( deltaAngle);
|
|
|
|
}
|
|
|
|
// We can't only send updates when the physical position changes because the
|
|
|
|
// world relative position may be changing all the time if we're in a subworld.
|
|
|
|
fCore->UpdateWorldRelativePos();
|
|
|
|
fCore->SendCorrectionMessages();
|
|
|
|
bool headhit=fHitHead;
|
|
|
|
fHitHead=false;
|
|
|
|
hsVector3 AchievedLinearVelocity;
|
|
|
|
AchievedLinearVelocity = fCore->DisplacementLastStep();
|
|
|
|
AchievedLinearVelocity=AchievedLinearVelocity/delSecs;
|
|
|
|
|
|
|
|
/*if we hit our head the sweep api might try to
|
|
|
|
move us laterally to go as high as we requested kind of like autostep, to top it off the
|
|
|
|
way the NxCharacter and the sweep api work as a whole NxControllerHitReport::OnShapeHit
|
|
|
|
wont be called regarding the head blow.
|
|
|
|
if we are airborne: with out this we will gain large amounts of velocity in the x y plane
|
|
|
|
and on account of fAchievedLinearVelocity being used in the next step we will fly sideways
|
|
|
|
*/
|
|
|
|
if(headhit&&!(fGroundHit||fFalseGround))
|
|
|
|
{
|
|
|
|
//we have hit our head and we don't have anything beneath our feet
|
|
|
|
//not really friction just a way to make it seem more realistic keep between 0 and 1
|
|
|
|
float headFriction=0.0f;
|
|
|
|
AchievedLinearVelocity.fX=(1.0f-headFriction)*LinearVelocity.fX;
|
|
|
|
AchievedLinearVelocity.fY=(1.0f-headFriction)*LinearVelocity.fY;
|
|
|
|
//only clamping when hitting head and going upwards, if going down leave it be
|
|
|
|
// this should only occur when going down stairwells with low ceilings like in cleft
|
|
|
|
//kitchen area
|
|
|
|
if(AchievedLinearVelocity.fZ>0.0f)
|
|
|
|
{
|
|
|
|
AchievedLinearVelocity.fZ=0.0f;
|
|
|
|
}
|
|
|
|
fCore->OverrideAchievedVelocity(AchievedLinearVelocity);
|
|
|
|
}
|
|
|
|
fCore->OverrideAchievedVelocity(AchievedLinearVelocity);
|
|
|
|
// Apply angular velocity
|
|
|
|
}
|
|
|
|
|
|
|
|
LinearVelocity.Set(0.f, 0.f, 0.f);
|
|
|
|
AngularVelocity = 0.f;
|
|
|
|
fCore->SetVelocities(LinearVelocity,AngularVelocity);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void plWalkingStrategy::IAddContactNormals(hsVector3& vec)
|
|
|
|
{
|
|
|
|
//TODO: ADD in functionality to Adjust walkable slope for controller, also apply that in here
|
|
|
|
float dot = vec * kAvatarUp;
|
|
|
|
if ( dot >= kSLOPELIMIT ) fGroundHit=true;
|
|
|
|
else plMovementStrategySimulationInterface::IAddContactNormals(vec);
|
|
|
|
}
|
|
|
|
|
|
|
|
//swimming strategy
|
|
|
|
plSwimStrategy::plSwimStrategy(plPhysicalControllerCore* core)
|
|
|
|
:plMovementStrategy(core)
|
|
|
|
,fOnGround(false)
|
|
|
|
,fHadContacts(false)
|
|
|
|
,fBuoyancy(0.f)
|
|
|
|
,fSurfaceHeight(0.0f)
|
|
|
|
,fCurrentRegion(nil)
|
|
|
|
{
|
|
|
|
fPreferedControllerHeight=kSWIMHEIGHT;
|
|
|
|
fPreferedControllerWidth=kSWIMRADIUS;
|
|
|
|
fCore->SetMovementSimulationInterface(this);
|
|
|
|
}
|
|
|
|
void plSwimStrategy::IAdjustBuoyancy()
|
|
|
|
{
|
|
|
|
// "surface depth" refers to the depth our handle object should be below
|
|
|
|
// the surface for the avatar to be "at the surface"
|
|
|
|
static const float surfaceDepth = 4.0f;
|
|
|
|
// 1.0 = neutral buoyancy
|
|
|
|
// 0 = no buoyancy (normal gravity)
|
|
|
|
// 2.0 = opposite of gravity, floating upwards
|
|
|
|
static const float buoyancyAtSurface = 1.0f;
|
|
|
|
|
|
|
|
if (fCurrentRegion == nil)
|
|
|
|
{
|
|
|
|
fBuoyancy = 0.f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsMatrix44 l2w, w2l;
|
|
|
|
hsPoint3 posSim;
|
|
|
|
fCore->GetPositionSim(posSim);
|
|
|
|
float depth = fSurfaceHeight - posSim.fZ;
|
|
|
|
//this isn't a smooth transition but hopefully it won't be too obvious
|
|
|
|
if(depth<=0.0)//all the away above water
|
|
|
|
fBuoyancy = 0.f; // Same as being above ground. Plain old gravity.
|
|
|
|
else if(depth >= 5.0f) fBuoyancy=3.0f;//completely Submereged
|
|
|
|
else fBuoyancy =(depth/surfaceDepth );
|
|
|
|
|
|
|
|
}
|
|
|
|
void plSwimStrategy::Apply(float delSecs)
|
|
|
|
{
|
|
|
|
hsAssert(fCore,"PlSwimStrategy::Apply No Core shouldn't be Applying");
|
|
|
|
uint32_t collideFlags =
|
|
|
|
1<<plSimDefs::kGroupStatic |
|
|
|
|
1<<plSimDefs::kGroupAvatarBlocker |
|
|
|
|
1<<plSimDefs::kGroupDynamic;
|
|
|
|
if(!fCore->IsSeeking())
|
|
|
|
{
|
|
|
|
collideFlags|=(1<<plSimDefs::kGroupExcludeRegion);
|
|
|
|
}
|
|
|
|
|
|
|
|
hsVector3 LinearVelocity=fCore->GetLinearVelocity();
|
|
|
|
hsVector3 AchievedLinearVelocity=fCore->GetAchievedLinearVelocity();
|
|
|
|
if (fCore->IsKinematic())
|
|
|
|
{
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
// If we've been moved since the last physics update (somebody warped us),
|
|
|
|
// update the physics before we apply velocity.
|
|
|
|
const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld();
|
|
|
|
if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f))
|
|
|
|
{
|
|
|
|
fCore->SetKinematicLoc(l2w);
|
|
|
|
fCore->SetGlobalLoc(l2w);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
|
|
|
|
}
|
|
|
|
if (!fCore->IsEnabled())
|
|
|
|
return;
|
|
|
|
|
|
|
|
fCore->SetPushingPhysical(nil);
|
|
|
|
fCore->SetFacingPushingPhysical( false);
|
|
|
|
fHadContacts=false;
|
|
|
|
fOnGround=false;
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
// If we've been moved since the last physics update (somebody warped us),
|
|
|
|
// update the physics before we apply velocity.
|
|
|
|
const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld();
|
|
|
|
if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f))
|
|
|
|
fCore->SetGlobalLoc(l2w);
|
|
|
|
|
|
|
|
// Convert our avatar relative velocity to subworld relative
|
|
|
|
if (!LinearVelocity.IsEmpty())
|
|
|
|
{
|
|
|
|
LinearVelocity = l2w * LinearVelocity;
|
|
|
|
const plCoordinateInterface* subworldCI = fCore->GetSubworldCI();
|
|
|
|
if (subworldCI)
|
|
|
|
LinearVelocity = subworldCI->GetWorldToLocal() * LinearVelocity;
|
|
|
|
}
|
|
|
|
IAdjustBuoyancy();
|
|
|
|
float zacc;
|
|
|
|
float retardent=0.0f;
|
|
|
|
static float FinalBobSpeed=0.5f;
|
|
|
|
//trying to dampen the oscillations
|
|
|
|
if((AchievedLinearVelocity.fZ>FinalBobSpeed)||(AchievedLinearVelocity.fZ<-FinalBobSpeed))
|
|
|
|
retardent=AchievedLinearVelocity.fZ *-.90f;
|
|
|
|
zacc=(1-fBuoyancy)*-32.f + retardent;
|
|
|
|
|
|
|
|
hsVector3 linCurrent(0.0f,0.0f,0.0f);
|
|
|
|
float angCurrent = 0.f;
|
|
|
|
if (fCurrentRegion != nil)
|
|
|
|
{
|
|
|
|
|
|
|
|
fCurrentRegion->GetCurrent(fCore, linCurrent, angCurrent, delSecs);
|
|
|
|
//fAngularVelocity+= angCurrent;
|
|
|
|
}
|
|
|
|
hsVector3 vel(LinearVelocity.fX , LinearVelocity.fY , AchievedLinearVelocity.fZ+ LinearVelocity.fZ );
|
|
|
|
vel.fZ= vel.fZ + zacc*delSecs;
|
|
|
|
if(fCurrentRegion!=nil){
|
|
|
|
if (vel.fZ > fCurrentRegion->fMaxUpwardVel)
|
|
|
|
{
|
|
|
|
vel.fZ = fCurrentRegion->fMaxUpwardVel;
|
|
|
|
}
|
|
|
|
vel+= linCurrent;
|
|
|
|
}
|
|
|
|
static const float kGravity = -32.f;
|
|
|
|
if(vel.fZ<kGravity)
|
|
|
|
{//applying this terminal velocity just to avoid shooting 100 feet below the surface
|
|
|
|
// and losing our surface ray cast
|
|
|
|
vel.fZ =kGravity;
|
|
|
|
}
|
|
|
|
hsVector3 displacement= vel*delSecs;
|
|
|
|
unsigned int colFlags = 0;
|
|
|
|
fContactNormals.SetCount(0);
|
|
|
|
fCore->Move(displacement,collideFlags,colFlags);
|
|
|
|
if((colFlags&kBottom)||(colFlags&kSides))fHadContacts=true;
|
|
|
|
float angvel=fCore->GetAngularVelocity();
|
|
|
|
fCore->SetAngularVelocity(angvel +angCurrent);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void plSwimStrategy::Update(float delSecs)
|
|
|
|
{
|
|
|
|
hsAssert(fCore,"Running Update: but have no Core");
|
|
|
|
float AngularVelocity=fCore->GetAngularVelocity();
|
|
|
|
hsVector3 LinearVelocity=fCore->GetLinearVelocity();
|
|
|
|
if (!fCore->IsEnabled() || fCore->IsKinematic())
|
|
|
|
{
|
|
|
|
fCore->UpdateSubstepNonPhysical();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
fCore->CheckAndHandleAnyStateChanges();
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
fCore->MoveActorToSim();
|
|
|
|
|
|
|
|
if (AngularVelocity != 0.f)
|
|
|
|
{
|
|
|
|
float deltaAngle=AngularVelocity*delSecs;
|
|
|
|
fCore->IncrementAngle( deltaAngle);
|
|
|
|
}
|
|
|
|
fCore->UpdateWorldRelativePos();
|
|
|
|
fCore->SendCorrectionMessages();
|
|
|
|
}
|
|
|
|
LinearVelocity.Set(0.f, 0.f, 0.f);
|
|
|
|
AngularVelocity = 0.f;
|
|
|
|
fCore->SetVelocities(LinearVelocity,AngularVelocity);
|
|
|
|
}
|
|
|
|
void plSwimStrategy::IAddContactNormals(hsVector3& vec)
|
|
|
|
{
|
|
|
|
//TODO: ADD in functionality to Adjust walkable slope for controller, also apply that in here
|
|
|
|
float dot = vec * kAvatarUp;
|
|
|
|
if ( dot >= kSLOPELIMIT )
|
|
|
|
{
|
|
|
|
fOnGround=true;
|
|
|
|
// fHadContacts=true;
|
|
|
|
}
|
|
|
|
else plMovementStrategySimulationInterface::IAddContactNormals(vec);
|
|
|
|
}
|
|
|
|
void plSwimStrategy::SetSurface(plSwimRegionInterface *region, float surfaceHeight)
|
|
|
|
{
|
|
|
|
fCurrentRegion=region;
|
|
|
|
fSurfaceHeight=surfaceHeight;
|
|
|
|
}
|
|
|
|
void plRidingAnimatedPhysicalStrategy::Apply(float delSecs)
|
|
|
|
{
|
|
|
|
hsVector3 LinearVelocity=fCore->GetLinearVelocity();
|
|
|
|
hsVector3 AchievedLinearVelocity=fCore->GetAchievedLinearVelocity();
|
|
|
|
if (fCore->IsKinematic())
|
|
|
|
{
|
|
|
|
//want to make sure nothing funky happens in the sim
|
|
|
|
IApplyKinematic();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!fCore->IsEnabled())
|
|
|
|
return;
|
|
|
|
|
|
|
|
//need to sweep ahead to see what we might hit.
|
|
|
|
// if we hit anything we should probably apply the force that would normally be applied in
|
|
|
|
|
|
|
|
|
|
|
|
fCore->SetPushingPhysical(nil);
|
|
|
|
fCore->SetFacingPushingPhysical( false);
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
hsPoint3 startPos, desiredDestination, endPos;
|
|
|
|
fCore->GetPositionSim(startPos);
|
|
|
|
uint32_t collideFlags =
|
|
|
|
1<<plSimDefs::kGroupStatic |
|
|
|
|
1<<plSimDefs::kGroupAvatarBlocker |
|
|
|
|
1<<plSimDefs::kGroupDynamic;
|
|
|
|
std::multiset<plControllerSweepRecord> GroundHitRecords;
|
|
|
|
int possiblePlatformCount =fCore->SweepControllerPath(startPos, startPos + hsPoint3(0.f,0.f, -0.002f), true, true, collideFlags, GroundHitRecords);
|
|
|
|
float maxPlatformVel = - FLT_MAX;
|
|
|
|
int platformCount=0;
|
|
|
|
fGroundHit = false;
|
|
|
|
if(possiblePlatformCount)
|
|
|
|
{
|
|
|
|
|
|
|
|
std::multiset<plControllerSweepRecord>::iterator curRecord;
|
|
|
|
|
|
|
|
for(curRecord = GroundHitRecords.begin(); curRecord != GroundHitRecords.end(); curRecord++)
|
|
|
|
{
|
|
|
|
hsBool groundlike=false;
|
|
|
|
if((curRecord->locHit.fZ - startPos.fZ)<= .2) groundlike= true;
|
|
|
|
if(groundlike)
|
|
|
|
{
|
|
|
|
if(curRecord->ObjHit !=nil)
|
|
|
|
{
|
|
|
|
hsVector3 vel;
|
|
|
|
curRecord->ObjHit->GetLinearVelocitySim(vel);
|
|
|
|
if(vel.fZ > maxPlatformVel)
|
|
|
|
{
|
|
|
|
maxPlatformVel= vel.fZ;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
platformCount ++;
|
|
|
|
fGroundHit = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool gotGroundHit = fGroundHit;
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
|
|
|
|
// If we've been moved since the last physics update (somebody warped us),
|
|
|
|
// update the physics before we apply velocity.
|
|
|
|
const hsMatrix44& l2w = so->GetCoordinateInterface()->GetLocalToWorld();
|
|
|
|
if (!CompareMatrices(l2w, fCore->GetLastGlobalLoc(), .0001f))
|
|
|
|
fCore->SetGlobalLoc(l2w);
|
|
|
|
|
|
|
|
// Convert our avatar relative velocity to subworld relative
|
|
|
|
if (!LinearVelocity.IsEmpty())
|
|
|
|
{
|
|
|
|
LinearVelocity = l2w * LinearVelocity;
|
|
|
|
const plCoordinateInterface* subworldCI = fCore->GetSubworldCI();
|
|
|
|
if (subworldCI)
|
|
|
|
LinearVelocity = subworldCI->GetWorldToLocal() * LinearVelocity;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!IsOnGround())
|
|
|
|
{
|
|
|
|
if(!fNeedVelocityOverride)
|
|
|
|
{
|
|
|
|
LinearVelocity.fZ= AchievedLinearVelocity.fZ;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
LinearVelocity = fOverrideVelocity;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(fStartJump)
|
|
|
|
{
|
|
|
|
LinearVelocity.fZ =12.0f;
|
|
|
|
}
|
|
|
|
if(platformCount)
|
|
|
|
{
|
|
|
|
LinearVelocity.fZ = LinearVelocity.fZ + maxPlatformVel;
|
|
|
|
}
|
|
|
|
|
|
|
|
//probably neeed to do something with contact normals in here
|
|
|
|
//for false ground stuff
|
|
|
|
|
|
|
|
fFalseGround = false;
|
|
|
|
hsVector3 testLength = LinearVelocity * delSecs + hsVector3(0.0, 0.0, -0.00f);
|
|
|
|
//
|
|
|
|
hsPoint3 desiredDestination= startPos + testLength;
|
|
|
|
if(!IsOnGround())
|
|
|
|
{
|
|
|
|
if(ICheckMove(startPos, desiredDestination))
|
|
|
|
{//we can get there soley by the LinearVelocity
|
|
|
|
|
|
|
|
fNeedVelocityOverride =false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
|
|
|
|
fNeedVelocityOverride =true;
|
|
|
|
fOverrideVelocity = LinearVelocity;
|
|
|
|
fOverrideVelocity.fZ -= delSecs * 32.f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fNeedVelocityOverride =false;
|
|
|
|
}
|
|
|
|
|
|
|
|
fCore->SetLinearVelocity(LinearVelocity);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
bool plRidingAnimatedPhysicalStrategy::ICheckMove(const hsPoint3& startPos, const hsPoint3& desiredPos)
|
|
|
|
{
|
|
|
|
//returns false if it believes the end result can't be obtained by pure application of velocity (collides into somthing that it can't climb up)
|
|
|
|
//used as a way to check if it needs to hack getting there like in jumping
|
|
|
|
|
|
|
|
uint32_t collideFlags =
|
|
|
|
1<<plSimDefs::kGroupStatic |
|
|
|
|
1<<plSimDefs::kGroupAvatarBlocker |
|
|
|
|
1<<plSimDefs::kGroupDynamic;
|
|
|
|
bool hitBottomOfCapsule=false;
|
|
|
|
bool hitOther=false;
|
|
|
|
float timeOfOtherHits = FLT_MAX;
|
|
|
|
float timeFirstBottomHit = -1.0;
|
|
|
|
if(!fCore->IsSeeking())
|
|
|
|
{
|
|
|
|
collideFlags|=(1<<plSimDefs::kGroupExcludeRegion);
|
|
|
|
}
|
|
|
|
if((desiredPos.fZ - startPos.fZ) < -1.f)//we will let gravity take care of it when falling
|
|
|
|
return true;
|
|
|
|
fContactNormals.SetCount(0);
|
|
|
|
std::multiset< plControllerSweepRecord > DynamicHits;
|
|
|
|
int NumberOfHits=fCore->SweepControllerPath(startPos, desiredPos, true, true, collideFlags, DynamicHits);
|
|
|
|
|
|
|
|
hsPoint3 stepFromPoint;
|
|
|
|
hsVector3 movementdir(&startPos, &desiredPos);
|
|
|
|
movementdir.Normalize();
|
|
|
|
if(NumberOfHits)
|
|
|
|
{
|
|
|
|
hsPoint3 initBottomPos;
|
|
|
|
fCore->GetPositionSim(initBottomPos);
|
|
|
|
std::multiset< plControllerSweepRecord >::iterator cur;
|
|
|
|
hsVector3 testLength(desiredPos - startPos);
|
|
|
|
bool freeMove=true;
|
|
|
|
for(cur = DynamicHits.begin(); cur != DynamicHits.end(); cur++)
|
|
|
|
{
|
|
|
|
if(movementdir.InnerProduct(cur->Norm)>0.01f)
|
|
|
|
{
|
|
|
|
hsVector3 topOfBottomHemAtTimeT=hsVector3(initBottomPos + testLength * cur->TimeHit );
|
|
|
|
topOfBottomHemAtTimeT.fZ = topOfBottomHemAtTimeT.fZ + fCore->GetControllerWidth();
|
|
|
|
if(cur->locHit.fZ <= (topOfBottomHemAtTimeT.fZ -.5f))
|
|
|
|
{
|
|
|
|
hitBottomOfCapsule=true;
|
|
|
|
hsVector3 norm= hsVector3(-1*(cur->locHit-topOfBottomHemAtTimeT));
|
|
|
|
norm.Normalize();
|
|
|
|
IAddContactNormals(norm);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
void plRidingAnimatedPhysicalStrategy::Update(float delSecs)
|
|
|
|
{
|
|
|
|
if (!fCore->IsEnabled() || fCore->IsKinematic())
|
|
|
|
{
|
|
|
|
fCore->UpdateSubstepNonPhysical();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
fCore->CheckAndHandleAnyStateChanges();
|
|
|
|
}
|
|
|
|
void plRidingAnimatedPhysicalStrategy::PostStep(float delSecs)
|
|
|
|
{
|
|
|
|
if(!(!fCore->IsEnabled() || fCore->IsKinematic()))
|
|
|
|
{
|
|
|
|
if (!fGroundHit && !fFalseGround)
|
|
|
|
fTimeInAir += delSecs;
|
|
|
|
else
|
|
|
|
fTimeInAir = 0.f;
|
|
|
|
hsVector3 AchievedLinearVelocity, LinearVelocity;
|
|
|
|
AchievedLinearVelocity = fCore->GetLinearVelocity();
|
|
|
|
float AngularVelocity=fCore->GetAngularVelocity();
|
|
|
|
fCore->OverrideAchievedVelocity(AchievedLinearVelocity);
|
|
|
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
|
|
|
if (so)
|
|
|
|
{
|
|
|
|
fCore->UpdateControllerAndPhysicalRep();
|
|
|
|
if (AngularVelocity != 0.f)
|
|
|
|
{
|
|
|
|
float deltaAngle=AngularVelocity*delSecs;
|
|
|
|
fCore->IncrementAngle( deltaAngle);
|
|
|
|
}
|
|
|
|
fCore->UpdateWorldRelativePos();
|
|
|
|
fCore->SendCorrectionMessages();
|
|
|
|
}
|
|
|
|
LinearVelocity.Set(0.f, 0.f, 0.f);
|
|
|
|
AngularVelocity = 0.f;
|
|
|
|
fCore->SetVelocities(LinearVelocity, AngularVelocity);
|
|
|
|
}
|
|
|
|
fStartJump = false;
|
|
|
|
}
|