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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 "plAvatar/plPhysicalControllerCore.h"
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#include "hsQuat.h"
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#define PHYSX_ONLY_TRIGGER_FROM_KINEMATIC 1
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class NxController;
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class NxCapsuleController;
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class NxActor;
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class plCoordinateInterface;
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class plPhysicalProxy;
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class plDrawableSpans;
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class hsGMaterial;
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class NxCapsule;
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class plSceneObject;
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class PXControllerHitReportWalk;
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class plCollideMsg;
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#ifndef PLASMA_EXTERNAL_RELEASE
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class plDbgCollisionInfo
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{
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public:
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plSceneObject *fSO;
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hsVector3 fNormal;
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bool fOverlap;
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};
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#endif // PLASMA_EXTERNAL_RELEASE
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class plPXPhysicalControllerCore: public plPhysicalControllerCore
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{
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friend class PXControllerHitReportWalk;
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public:
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plPXPhysicalControllerCore(plKey ownerSO, float height, float radius);
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~plPXPhysicalControllerCore();
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//should actually be a 3 vector but everywhere else it is assumed to be just around Z
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inline virtual void Move(hsVector3 displacement, unsigned int collideWith, unsigned int &collisionResults);
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// A disabled avatar doesn't move or accumulate air time if he's off the ground.
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virtual void Enable(bool enable);
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virtual void SetSubworld(plKey world) ;
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virtual const plCoordinateInterface* GetSubworldCI() const ;
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// For the avatar SDL only
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virtual void GetState(hsPoint3& pos, float& zRot);
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virtual void SetState(const hsPoint3& pos, float zRot);
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// kinematic stuff .... should be just for when playing a behavior...
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virtual void Kinematic(bool state);
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virtual bool IsKinematic();
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virtual void GetKinematicPosition(hsPoint3& pos);
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virtual const hsMatrix44& GetPrevSubworldW2L(){ return fPrevSubworldW2L; }
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//when seeking no longer want to interact with exclusion regions
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virtual void GetWorldSpaceCapsule(NxCapsule& cap) const;
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static void RebuildCache();
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virtual const hsMatrix44& GetLastGlobalLoc(){return fLastGlobalLoc;}
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virtual void SetKinematicLoc(const hsMatrix44& l2w){ISetKinematicLoc(l2w);}
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virtual void SetGlobalLoc(const hsMatrix44& l2w){ISetGlobalLoc(l2w);}
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virtual void HandleEnableChanged();
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virtual void HandleKinematicChanged();
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virtual void HandleKinematicEnableNextUpdate();
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virtual void GetPositionSim(hsPoint3& pos){IGetPositionSim(pos);}
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virtual void MoveKinematicToController(hsPoint3& pos);
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virtual const hsPoint3& GetLocalPosition(){return fLocalPosition;}
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virtual void SetControllerDimensions(float radius, float height);
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virtual void LeaveAge();
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virtual void UpdateControllerAndPhysicalRep();
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//////////////////////////////////////////
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//Static Helper Functions
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////////////////////////////////////////
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// Used by the LOS mgr to find the controller for an actor it hit
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static plPXPhysicalControllerCore* GetController(NxActor& actor, bool* isController);
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// test to see if there are any controllers (i.e. avatars) in this subworld
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static bool AnyControllersInThisWorld(plKey world);
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static int NumControllers();
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static int GetControllersInThisSubWorld(plKey world, int maxToReturn,
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plPXPhysicalControllerCore** bufferout);
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static int GetNumberOfControllersInThisSubWorld(plKey world);
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static void UpdatePrestep(float delSecs);
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static void UpdatePoststep(float delSecs);
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static void UpdatePostSimStep(float delSecs);
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virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);
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#ifndef PLASMA_EXTERNAL_RELEASE
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static bool fDebugDisplay;
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#endif // PLASMA_EXTERNAL_RELEASE
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static void SetMaxNumberOfControllers(int max) { fPXControllersMax = max; }
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static int fPXControllersMax;
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virtual int SweepControllerPath(const hsPoint3& startPos, const hsPoint3& endPos, bool vsDynamics, bool vsStatics, uint32_t& vsSimGroups, std::multiset< plControllerSweepRecord >& WhatWasHitOut);
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virtual void BehaveLikeAnimatedPhysical(bool actLikeAnAnimatedPhys);
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virtual bool BehavingLikeAnAnimatedPhysical();
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virtual const hsVector3& GetLinearVelocity();
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virtual void SetLinearVelocity(const hsVector3& linearVel);
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//should actually be a 3 vector but everywhere else it is assumed to be just around Z
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virtual void SetAngularVelocity(const float angvel);
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virtual void SetVelocities(const hsVector3& linearVel, float angVel);
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protected:
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friend class PXControllerHitReport;
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static plPXPhysicalControllerCore* FindController(NxController* controller);
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void ISetGlobalLoc(const hsMatrix44& l2w);
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void IMatchKinematicToController();
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void IMatchControllerToKinematic();
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void ISetKinematicLoc(const hsMatrix44& l2w);
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void IGetPositionSim(hsPoint3& pos) const;
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void ICreateController();
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void IDeleteController();
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void IInformDetectors(bool entering,bool deferUntilNextSim);
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void ICreateController(const hsPoint3& pos);
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NxActor* fKinematicActor;
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NxCapsuleController* fController;
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#ifndef PLASMA_EXTERNAL_RELEASE
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hsTArray<plDbgCollisionInfo> fDbgCollisionInfo;
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void IDrawDebugDisplay();
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#endif
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void IHandleResize();
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float fPreferedRadius;
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float fPreferedHeight;
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// The global position and rotation of the avatar last time we set it (so we
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// can detect if someone else moves him)
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plPhysicalProxy* fProxyGen;
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bool fBehavingLikeAnimatedPhys;
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};
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