|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
#ifndef plSimulationMgr_H
|
|
|
|
#define plSimulationMgr_H
|
|
|
|
|
|
|
|
#include <map>
|
|
|
|
#include "pnKeyedObject/hsKeyedObject.h"
|
|
|
|
#include "hsTemplates.h"
|
|
|
|
|
|
|
|
class plPXPhysical;
|
|
|
|
class plLOSDispatch;
|
|
|
|
class plStatusLog;
|
|
|
|
class plPhysicsSoundMgr;
|
|
|
|
class NxPhysicsSDK;
|
|
|
|
class NxScene;
|
|
|
|
class plCollideMsg;
|
|
|
|
struct hsPoint3;
|
|
|
|
|
|
|
|
class plSimulationMgr : public hsKeyedObject
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CLASSNAME_REGISTER(plSimulationMgr);
|
|
|
|
GETINTERFACE_ANY(plSimulationMgr, hsKeyedObject);
|
|
|
|
|
|
|
|
static plSimulationMgr* GetInstance();
|
|
|
|
static void Init();
|
|
|
|
static void Shutdown();
|
|
|
|
|
|
|
|
static bool fExtraProfile;
|
|
|
|
static bool fSubworldOptimization;
|
|
|
|
static bool fDoClampingOnStep;
|
|
|
|
|
|
|
|
// initialiation of the PhysX simulation
|
|
|
|
virtual bool InitSimulation();
|
|
|
|
|
|
|
|
// Advance the simulation by the given number of seconds
|
|
|
|
void Advance(float delSecs);
|
|
|
|
|
|
|
|
bool MsgReceive(plMessage* msg);
|
|
|
|
|
|
|
|
// The simulation won't run at all if it is suspended
|
|
|
|
void Suspend() { fSuspended = true; }
|
|
|
|
void Resume() { fSuspended = false; }
|
|
|
|
bool IsSuspended() { return fSuspended; }
|
|
|
|
|
|
|
|
// Output the given debug text to the simulation log.
|
|
|
|
static void Log(const char* formatStr, ...);
|
|
|
|
static void LogV(const char* formatStr, va_list args);
|
|
|
|
static void ClearLog();
|
|
|
|
|
|
|
|
// We've detected a collision, which may be grounds for synchronizing the involved
|
|
|
|
// physicals over the network.
|
|
|
|
void ConsiderSynch(plPXPhysical *physical, plPXPhysical *other);
|
|
|
|
|
|
|
|
NxPhysicsSDK* GetSDK() const { return fSDK; }
|
|
|
|
NxScene* GetScene(plKey world);
|
|
|
|
// Called when an actor is removed from a scene, checks if it's time to delete
|
|
|
|
// the scene
|
|
|
|
void ReleaseScene(plKey world);
|
|
|
|
|
|
|
|
int GetMaterialIdx(NxScene* scene, float friction, float restitution);
|
|
|
|
|
|
|
|
uint32_t GetStepCount() const { return fStepCount; }
|
|
|
|
|
|
|
|
//Fix to Move collision messages and their handling out of the simulation step
|
|
|
|
void AddCollisionMsg(plKey hitee, plKey hitter, bool entering);
|
|
|
|
void AddCollisionMsg(plCollideMsg* msg);
|
|
|
|
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
static bool fDisplayAwakeActors;
|
|
|
|
#endif //PLASMA_EXTERNAL_RELEASE
|
|
|
|
|
|
|
|
protected:
|
|
|
|
friend class ContactReport;
|
|
|
|
|
|
|
|
void ISendUpdates();
|
|
|
|
|
|
|
|
plSimulationMgr();
|
|
|
|
virtual ~plSimulationMgr();
|
|
|
|
|
|
|
|
// Walk through the synchronization requests and send them as appropriate.
|
|
|
|
void IProcessSynchs();
|
|
|
|
|
|
|
|
NxPhysicsSDK* fSDK;
|
|
|
|
|
|
|
|
plPhysicsSoundMgr* fSoundMgr;
|
|
|
|
|
|
|
|
// Pending collision messages
|
|
|
|
typedef std::vector<plCollideMsg*> CollisionVec;
|
|
|
|
CollisionVec fCollideMsgs;
|
|
|
|
|
|
|
|
// A mapping from a key to a PhysX scene. The key is either the
|
|
|
|
// SimulationMgr key, for the main world, or a SceneObject key if it's a
|
|
|
|
// subworld.
|
|
|
|
typedef std::map<plKey, NxScene*> SceneMap;
|
|
|
|
SceneMap fScenes;
|
|
|
|
|
|
|
|
plLOSDispatch* fLOSDispatch;
|
|
|
|
|
|
|
|
// Is the entire physics world suspended? If so, the clock can still advance
|
|
|
|
// but nothing will move.
|
|
|
|
bool fSuspended;
|
|
|
|
|
|
|
|
float fAccumulator;
|
|
|
|
uint32_t fStepCount;
|
|
|
|
|
|
|
|
// A utility class to keep track of a request for a physical synchronization.
|
|
|
|
// These requests must pass a certain criteria (see the code for the latest)
|
|
|
|
// before they are actually either sent over the network or rejected.
|
|
|
|
class SynchRequest
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
double fTime; // when to synch
|
|
|
|
plKey fKey; // key of the object to be synched, so we can make sure it still lives
|
|
|
|
|
|
|
|
static const double kDefaultTime;
|
|
|
|
SynchRequest() : fTime(kDefaultTime) {};
|
|
|
|
};
|
|
|
|
|
|
|
|
// All currently pending synch requests. Keyed by the physical in question
|
|
|
|
// so we can quickly eliminate redundant requests, which are very common.
|
|
|
|
typedef std::map<plPXPhysical*, SynchRequest> PhysSynchMap;
|
|
|
|
PhysSynchMap fPendingSynchs;
|
|
|
|
|
|
|
|
plStatusLog *fLog;
|
|
|
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
|
|
|
void IDrawActiveActorList();
|
|
|
|
#endif //PLASMA_EXTERNAL_RELEASE
|
|
|
|
};
|
|
|
|
|
|
|
|
#define SIM_VERBOSE
|
|
|
|
|
|
|
|
#ifdef SIM_VERBOSE
|
|
|
|
#include <cstdarg> // only include when we need to call plSimulationMgr::Log
|
|
|
|
|
|
|
|
inline void SimLog(const char *str, ...)
|
|
|
|
{
|
|
|
|
va_list args;
|
|
|
|
va_start(args, str);
|
|
|
|
plSimulationMgr::LogV(str, args);
|
|
|
|
va_end(args);
|
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
inline void SimLog(const char *str, ...)
|
|
|
|
{
|
|
|
|
// will get stripped out
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#endif
|