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1264 lines
39 KiB
1264 lines
39 KiB
14 years ago
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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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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 "plPXPhysicalController.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 "../pnMessage/plCorrectionMsg.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 "NxPhysics.h"
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#include "ControllerManager.h"
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#include "NxCapsuleController.h"
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#include "NxCapsuleShape.h"
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#define kPhysxSkinWidth 0.1f
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#define kPhysZOffset ((fRadius + (fHeight / 2)) + kPhysxSkinWidth)
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#define kSLOPELIMIT (cosf(NxMath::degToRad(55.f)))
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//#define kPhysicalHeightFudge 0.4f // this fudge was used for PhysX 2.4
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#define kPhysicalHeightFudge 0.0f
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//#define STEP_OFFSET 1.0f
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#define STEP_OFFSET 0.5f
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//#define STEP_OFFSET 0.15f
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#ifndef PLASMA_EXTERNAL_RELEASE
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hsBool plPXPhysicalController::fDebugDisplay = false;
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#endif // PLASMA_EXTERNAL_RELEASE
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static ControllerManager gControllerMgr;
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static std::vector<plPXPhysicalController*> gControllers;
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static gRebuildCache = false;
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// KLUDGE: From plPXPhysical.cpp
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bool CompareMatrices(const hsMatrix44 &matA, const hsMatrix44 &matB, float tolerance);
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plPhysicalController* plPhysicalController::Create(plKey ownerSO, hsScalar height, hsScalar width)
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{
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hsScalar radius = width / 2.f;
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//hsScalar realHeight = height - width;
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hsScalar realHeight = height - radius + kPhysicalHeightFudge;
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return TRACKED_NEW plPXPhysicalController(ownerSO, radius, realHeight);
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}
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//////////////////////////////////////////////////////////////////////////
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plPXPhysicalController* plPXPhysicalController::FindController(NxController* controller)
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{
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for (int i = 0; i < gControllers.size(); i++)
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{
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plPXPhysicalController* ac = gControllers[i];
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if (ac->fController == controller)
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return ac;
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}
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return nil;
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}
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plPXPhysicalController* plPXPhysicalController::GetController(NxActor& actor, bool* isController)
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{
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*isController = false;
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for (int i = 0; i < gControllers.size(); i++)
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{
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plPXPhysicalController* ac = gControllers[i];
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if (ac->fController && ac->fController->getActor() == &actor)
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{
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*isController = true;
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return ac;
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}
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if ( ac->fKinematicActor == &actor)
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{
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return ac;
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}
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}
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return nil;
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}
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void plPXPhysicalController::GetWorldSpaceCapsule(NxCapsule& cap)
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{
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if(fController){
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int numshapes=fController->getActor()->getNbShapes();
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if (numshapes==1)
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{//there should only be one shape on a controller
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NxShape* const *shapes=fController->getActor()->getShapes();
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//and since it is a capsule controller it better be a capsule;
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NxCapsuleShape *capShape = shapes[0]->isCapsule();
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if(capShape) capShape->getWorldCapsule(cap);
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}
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}
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}
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bool plPXPhysicalController::AnyControllersInThisWorld(plKey world)
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{
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for (int i = 0; i < gControllers.size(); i++)
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{
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plPXPhysicalController* ac = gControllers[i];
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if (ac->GetSubworld() == world)
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return true;
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}
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return false;
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}
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int plPXPhysicalController::NumControllers()
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{
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return gControllers.size();
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}
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int plPXPhysicalController::GetControllersInThisSubWorld(plKey world, int maxToReturn,plPXPhysicalController** bufferout)
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{
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int i=0;
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for (int j=0;j<gControllers.size();j++)
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{
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plPXPhysicalController* ac = gControllers[i];
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if (ac->GetSubworld()==world)
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{
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if(i<maxToReturn)
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{
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bufferout[i]=ac;
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i++;
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}
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}
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}
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return i;
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}
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int plPXPhysicalController::GetNumberOfControllersInThisSubWorld(plKey world)
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{
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int i=0;
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for (int j=0;j<gControllers.size();j++)
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{
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plPXPhysicalController* ac = gControllers[i];
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if (ac->GetSubworld()==world)i++;
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}
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return i;
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}
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void plPXPhysicalController::Update(bool prestep, hsScalar delSecs)
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{
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// Apparently the user data field of the controllers is broken
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// UInt32 count = gControllerMgr.getNbControllers();
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// NxController* controllers = (NxController*)gControllerMgr.getControllers();
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//
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// for (int i = 0; i < count; i++)
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// {
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// plPXPhysicalController* ac = (plPXPhysicalController*)controllers[i].getAppData();
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for (int i = 0; i < gControllers.size(); i++)
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{
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plPXPhysicalController* ac = gControllers[i];
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hsAssert(ac, "Bad avatar controller");
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if (prestep)
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{
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if (gRebuildCache)
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ac->fController->reportSceneChanged();
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ac->IApply(delSecs);
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}
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else
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{
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gControllerMgr.updateControllers();
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ac->ISendUpdates(delSecs);
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if (ac->GetSubworldCI())
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ac->fPrevSubworldW2L = ac->GetSubworldCI()->GetWorldToLocal();
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else
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{
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if (!ac->fPrevSubworldW2L.IsIdentity())
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ac->fPrevSubworldW2L.Reset();
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}
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}
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}
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gRebuildCache = false;
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}
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void plPXPhysicalController::RebuildCache()
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{
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gRebuildCache = true;
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}
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void plPXPhysicalController::IInformDetectors(bool entering)
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{
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static const NxU32 DetectorFlag= 1<<plSimDefs::kGroupDetector;
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if (fController)
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{
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NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
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int kNumofShapesToStore=30;
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NxCapsule cap;
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GetWorldSpaceCapsule(cap);
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NxShape* shapes[30];
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int numCollided=scene->overlapCapsuleShapes(cap,NX_ALL_SHAPES,kNumofShapesToStore,shapes,NULL,DetectorFlag,NULL,true);
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for (int i=0;i<numCollided;i++)
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{
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NxActor* myactor=&(shapes[i]->getActor());
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if (myactor)
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{
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plPXPhysical* physical = (plPXPhysical*)myactor->userData;
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if (physical)
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{
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plCollideMsg* msg = TRACKED_NEW plCollideMsg;
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msg->fOtherKey = fOwner;
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msg->fEntering = entering;
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msg->AddReceiver(physical->GetKey());
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msg->Send();
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}
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}
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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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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plPXPhysicalController* ac = plPXPhysicalController::FindController(hit.controller);
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NxActor& actor = hit.shape->getActor();
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plPXPhysical* phys = (plPXPhysical*)actor.userData;
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static hsScalar SlopeLimit = kSLOPELIMIT;
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
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hsScalar dot = normal * kAvatarUp;
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if ( dot < SlopeLimit )
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ac->AddSlidingNormal(normal);
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else
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ac->GroundHit();
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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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info.fOverlap = false;
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NxShape* const *shapes = hit.controller->getActor()->getShapes();
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int numShapes = hit.controller->getActor()->getNbShapes();
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int i;
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for (i = 0; i < numShapes; i++)
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{
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// should only be one capsule shape
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const NxCapsuleShape *capShape = shapes[i]->isCapsule();
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if (capShape)
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{
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NxCapsule cap;
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capShape->getWorldCapsule(cap);
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if (hit.shape->checkOverlapCapsule(cap))
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info.fOverlap = true;
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}
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}
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ac->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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// If this is the local avatar, we need to take ownership of this
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// dynamic if we haven't already
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if (ac->fLOSDB == plSimDefs::kLOSDBLocalAvatar && !phys->IsLocallyOwned() &&
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!phys->GetProperty(plSimulationInterface::kNoOwnershipChange))
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{
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plSynchedObject* obj = plSynchedObject::ConvertNoRef(phys->GetObjectKey()->ObjectIsLoaded());
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obj->SetNetGroupConstant(plNetGroup::kNetGroupLocalPhysicals);
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// Tell all the other clients that we own this physical
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plSetNetGroupIDMsg* setNetGroupID = TRACKED_NEW plSetNetGroupIDMsg;
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setNetGroupID->fId = plNetGroup::kNetGroupRemotePhysicals;
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setNetGroupID->SetBCastFlag(plMessage::kNetPropagate | plMessage::kNetForce);
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setNetGroupID->SetBCastFlag(plMessage::kLocalPropagate, false);
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setNetGroupID->Send(obj->GetKey());
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}
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plSimulationMgr::GetInstance()->ConsiderSynch(phys, nil);
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hsVector3 dir = plPXConvert::Vector(hit.dir);
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// We only allow horizontal pushes. Vertical pushes when we stand on
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// dynamic objects creates useless stress on the solver.
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if (dir.fZ < 0)
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{
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dir.fZ = 0;
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dir.Normalize();
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}
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if (!dir.IsEmpty())
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{
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static hsScalar kForceScale = 5.f;
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//static hsScalar kForceScale = 4.f;
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NxF32 coeff = actor.getMass() * hit.length * kForceScale;
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hsPoint3 pos((hsScalar)hit.worldPos.x, (hsScalar)hit.worldPos.y, (hsScalar)hit.worldPos.z);
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phys->SetHitForce((dir*coeff), pos);
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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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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 = ac->fLocalRotation.Inverse();
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hsVector3 normal = plPXConvert::Vector(hit.worldNormal);
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ac->fPushingPhysical = phys;
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ac->fFacingPushingPhysical = (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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}
|
||
|
|
||
|
} gMyReport;
|
||
|
|
||
|
|
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|
//////////////////////////////////////////////////////////////////////////
|
||
|
|
||
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const hsScalar plPXPhysicalController::kAirTimeThreshold = .1f; // seconds
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||
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|
||
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plPXPhysicalController::plPXPhysicalController(plKey ownerSO, hsScalar radius, hsScalar height)
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: fOwner(ownerSO)
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, fWorldKey(nil)
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, fRadius(radius)
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, fHeight(height)
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, fController(nil)
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, fLinearVelocity(0, 0, 0)
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, fAngularVelocity(0)
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, fAchievedLinearVelocity(0, 0, 0)
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, fLocalPosition(0, 0, 0)
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, fLocalRotation(0, 0, 0, 1)
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, fEnable(true)
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, fEnableChanged(false)
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, fLOSDB(plSimDefs::kLOSDBNone)
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, fGroundHit(false)
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, fFalseGround(false)
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, fTimeInAir(0)
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, fPushingPhysical(nil)
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, fFacingPushingPhysical(false)
|
||
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, fProxyGen(nil)
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||
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, fKinematicActor(nil)
|
||
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, fKinematic(false)
|
||
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, fKinematicChanged(false)
|
||
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, fKinematicEnableNextUpdate(false)
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||
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, fHitHead(false)
|
||
|
{
|
||
|
gControllers.push_back(this);
|
||
|
fLastGlobalLoc.Reset();
|
||
|
ICreateController();
|
||
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Enable(false);
|
||
|
}
|
||
|
|
||
|
plPXPhysicalController::~plPXPhysicalController()
|
||
|
{
|
||
|
IDeleteController();
|
||
|
|
||
|
for (int i = 0; i < gControllers.size(); i++)
|
||
|
{
|
||
|
if (gControllers[i] == this)
|
||
|
{
|
||
|
gControllers.erase(gControllers.begin()+i);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
delete fProxyGen;
|
||
|
}
|
||
|
|
||
|
// WARNING: If this is an armatureMod, it'll have its own idea about when
|
||
|
// physics should be enabled/disabled. Use plArmatureModBase::EnablePhysics() instead.
|
||
|
void plPXPhysicalController::Enable(bool enable)
|
||
|
{
|
||
|
if (fEnable != enable)
|
||
|
{
|
||
|
fEnable = enable;
|
||
|
if (fEnable)
|
||
|
fEnableChanged = true;
|
||
|
else
|
||
|
{
|
||
|
// See ISendUpdates for why we don't re-enable right away
|
||
|
fController->setCollision(fEnable);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::AddSlidingNormal(hsVector3 vec)
|
||
|
{
|
||
|
// We get lots of duplicates, so check.
|
||
|
int i;
|
||
|
for (i = 0; i < fSlidingNormals.GetCount(); i++)
|
||
|
{
|
||
|
if (hsABS(fSlidingNormals[i].fX - vec.fX) <= .01 &&
|
||
|
hsABS(fSlidingNormals[i].fY - vec.fY) <= .01 &&
|
||
|
hsABS(fSlidingNormals[i].fZ - vec.fZ) <= .01)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
fSlidingNormals.Append(vec);
|
||
|
}
|
||
|
|
||
|
|
||
|
void plPXPhysicalController::IGetPositionSim(hsPoint3& pos) const
|
||
|
{
|
||
|
const NxExtendedVec3& nxPos = fController->getPosition();
|
||
|
pos.Set(hsScalar(nxPos.x), hsScalar(nxPos.y), hsScalar(nxPos.z) - kPhysZOffset);
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::SetSubworld(plKey world)
|
||
|
{
|
||
|
if (fWorldKey != world)
|
||
|
{
|
||
|
bool wasEnabled = fEnable;
|
||
|
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
|
||
|
// PHYSX FIXME - before leaving this world, sending leaving detector events if we are inside a convex hull detector
|
||
|
hsPoint3 pos;
|
||
|
IGetPositionSim(pos);
|
||
|
plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,false);
|
||
|
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
|
||
|
//need to inform detectors in the old world that we are leaving
|
||
|
//IInformDetectors(false);
|
||
|
//done informing old world
|
||
|
|
||
|
IDeleteController();
|
||
|
fWorldKey = world;
|
||
|
ICreateController();
|
||
|
if (wasEnabled)
|
||
|
Enable(false);
|
||
|
// need to disable the kinematic also so that it doesn't trip over random detector regions
|
||
|
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
|
||
|
hsMatrix44 globalLoc = fLastGlobalLoc;
|
||
|
if (GetSubworldCI())
|
||
|
fPrevSubworldW2L = GetSubworldCI()->GetWorldToLocal();
|
||
|
ISetGlobalLoc(globalLoc);
|
||
|
// we need to let the re-enable code put thing in order... so that 0,0,0 is not triggered and ISendUpdates do the enable and update detectors
|
||
|
if (wasEnabled)
|
||
|
Enable(true);
|
||
|
// and then re-enable the kinematic on the next update (ISendUpdates)
|
||
|
fKinematicEnableNextUpdate = true;
|
||
|
plPXPhysicalController::RebuildCache();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const plCoordinateInterface* plPXPhysicalController::GetSubworldCI() const
|
||
|
{
|
||
|
if (fWorldKey)
|
||
|
{
|
||
|
plSceneObject* so = plSceneObject::ConvertNoRef(fWorldKey->ObjectIsLoaded());
|
||
|
if (so)
|
||
|
return so->GetCoordinateInterface();
|
||
|
}
|
||
|
return nil;
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::GetState(hsPoint3& pos, float& zRot)
|
||
|
{
|
||
|
// Temporarily use the position point while we get the z rotation
|
||
|
fLocalRotation.NormalizeIfNeeded();
|
||
|
fLocalRotation.GetAngleAxis(&zRot, (hsVector3*)&pos);
|
||
|
|
||
|
if (pos.fZ < 0)
|
||
|
zRot = (2 * hsScalarPI) - zRot; // axis is backwards, so reverse the angle too
|
||
|
|
||
|
pos = fLocalPosition;
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::SetState(const hsPoint3& pos, float zRot)
|
||
|
{
|
||
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
||
|
if (so)
|
||
|
{
|
||
|
hsQuat worldRot;
|
||
|
hsVector3 zAxis(0.f, 0.f, 1.f);
|
||
|
worldRot.SetAngleAxis(zRot, zAxis);
|
||
|
|
||
|
hsMatrix44 l2w, w2l;
|
||
|
worldRot.MakeMatrix(&l2w);
|
||
|
l2w.SetTranslate(&pos);
|
||
|
|
||
|
// Localize new position and rotation to global coords if we're in a subworld
|
||
|
const plCoordinateInterface* ci = GetSubworldCI();
|
||
|
if (ci)
|
||
|
{
|
||
|
const hsMatrix44& subworldL2W = ci->GetLocalToWorld();
|
||
|
l2w = subworldL2W * l2w;
|
||
|
}
|
||
|
|
||
|
l2w.GetInverse(&w2l);
|
||
|
so->SetTransform(l2w, w2l);
|
||
|
so->FlushTransform();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::ISetGlobalLoc(const hsMatrix44& l2w)
|
||
|
{
|
||
|
fLastGlobalLoc = l2w;
|
||
|
|
||
|
// Update our subworld position and rotation
|
||
|
const plCoordinateInterface* subworldCI = GetSubworldCI();
|
||
|
if (subworldCI)
|
||
|
{
|
||
|
const hsMatrix44& w2s = fPrevSubworldW2L;
|
||
|
hsMatrix44 l2s = w2s * l2w;
|
||
|
|
||
|
l2s.GetTranslate(&fLocalPosition);
|
||
|
fLocalRotation.SetFromMatrix44(l2s);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
l2w.GetTranslate(&fLocalPosition);
|
||
|
fLocalRotation.SetFromMatrix44(l2w);
|
||
|
}
|
||
|
|
||
|
hsMatrix44 w2l;
|
||
|
l2w.GetInverse(&w2l);
|
||
|
if (fProxyGen)
|
||
|
fProxyGen->SetTransform(l2w, w2l);
|
||
|
|
||
|
// Update the physical position
|
||
|
NxExtendedVec3 nxPos(fLocalPosition.fX, fLocalPosition.fY, fLocalPosition.fZ + kPhysZOffset);
|
||
|
fController->setPosition(nxPos);
|
||
|
IMatchKinematicToController();
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::IMatchKinematicToController()
|
||
|
{
|
||
|
if ( fKinematicActor)
|
||
|
{
|
||
|
NxExtendedVec3 cPos = fController->getPosition();
|
||
|
NxVec3 prevKinPos = fKinematicActor->getGlobalPosition();
|
||
|
NxVec3 kinPos;
|
||
|
kinPos.x = (NxReal)cPos.x;
|
||
|
kinPos.y = (NxReal)cPos.y;
|
||
|
kinPos.z = (NxReal)cPos.z;
|
||
|
if (plSimulationMgr::fExtraProfile)
|
||
|
SimLog("Match setting kinematic from %f,%f,%f to %f,%f,%f",prevKinPos.x,prevKinPos.y,prevKinPos.z,kinPos.x,kinPos.y,kinPos.z );
|
||
|
fKinematicActor->setGlobalPosition(kinPos);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::IMoveKinematicToController(hsPoint3& pos)
|
||
|
{
|
||
|
if ( fKinematicActor)
|
||
|
{
|
||
|
NxVec3 kinPos = fKinematicActor->getGlobalPosition();
|
||
|
if ( abs(kinPos.x-pos.fX) + abs(kinPos.y-pos.fY) + (abs(kinPos.z-pos.fZ-kPhysZOffset)) > 0.0001f)
|
||
|
{
|
||
|
NxVec3 newPos;
|
||
|
newPos.x = (NxReal)pos.fX;
|
||
|
newPos.y = (NxReal)pos.fY;
|
||
|
newPos.z = (NxReal)pos.fZ+kPhysZOffset;
|
||
|
if (fEnable || fKinematic)
|
||
|
{
|
||
|
if (plSimulationMgr::fExtraProfile)
|
||
|
SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
|
||
|
// use the position
|
||
|
fKinematicActor->moveGlobalPosition(newPos);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (plSimulationMgr::fExtraProfile)
|
||
|
SimLog("Setting kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
|
||
|
fKinematicActor->setGlobalPosition(newPos);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::ISetKinematicLoc(const hsMatrix44& l2w)
|
||
|
{
|
||
|
|
||
|
hsPoint3 kPos;
|
||
|
// Update our subworld position and rotation
|
||
|
const plCoordinateInterface* subworldCI = GetSubworldCI();
|
||
|
if (subworldCI)
|
||
|
{
|
||
|
const hsMatrix44& w2s = subworldCI->GetWorldToLocal();
|
||
|
hsMatrix44 l2s = w2s * l2w;
|
||
|
|
||
|
l2s.GetTranslate(&kPos);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
l2w.GetTranslate(&kPos);
|
||
|
}
|
||
|
|
||
|
hsMatrix44 w2l;
|
||
|
l2w.GetInverse(&w2l);
|
||
|
if (fProxyGen)
|
||
|
fProxyGen->SetTransform(l2w, w2l);
|
||
|
|
||
|
// add z offset
|
||
|
kPos.fZ += kPhysZOffset;
|
||
|
// Update the physical position of kinematic
|
||
|
if (fEnable || fKinematic)
|
||
|
fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos));
|
||
|
else
|
||
|
fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos));
|
||
|
}
|
||
|
|
||
|
|
||
|
void plPXPhysicalController::Kinematic(bool state)
|
||
|
{
|
||
|
if (fKinematic != state)
|
||
|
{
|
||
|
fKinematic = state;
|
||
|
if (fKinematic)
|
||
|
{
|
||
|
// See ISendUpdates for why we don't re-enable right away
|
||
|
fController->setCollision(false);
|
||
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED
|
||
|
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION);
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fKinematicChanged = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool plPXPhysicalController::IsKinematic()
|
||
|
{
|
||
|
if (fKinematicActor)
|
||
|
{
|
||
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED
|
||
|
if (!fKinematicActor->readActorFlag(NX_AF_DISABLE_COLLISION))
|
||
|
return true;
|
||
|
#else
|
||
|
return fKinematic;
|
||
|
#endif
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::GetKinematicPosition(hsPoint3& pos)
|
||
|
{
|
||
|
pos.Set(-1,-1,-1);
|
||
|
if ( fKinematicActor )
|
||
|
{
|
||
|
NxVec3 klPos = fKinematicActor->getGlobalPosition();
|
||
|
pos.Set(hsScalar(klPos.x), hsScalar(klPos.y), hsScalar(klPos.z) - kPhysZOffset);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void plPXPhysicalController::IApply(hsScalar delSecs)
|
||
|
{
|
||
|
/*static const UInt32 collideFlags =
|
||
|
1<<plSimDefs::kGroupStatic |
|
||
|
1<<plSimDefs::kGroupAvatarBlocker |
|
||
|
1<<plSimDefs::kGroupDynamic;*/
|
||
|
UInt32 collideFlags =
|
||
|
1<<plSimDefs::kGroupStatic |
|
||
|
1<<plSimDefs::kGroupAvatarBlocker |
|
||
|
1<<plSimDefs::kGroupDynamic;
|
||
|
if(!fSeeking)
|
||
|
{
|
||
|
collideFlags|=(1<<plSimDefs::kGroupExcludeRegion);
|
||
|
}
|
||
|
int i;
|
||
|
if (fKinematic)
|
||
|
{
|
||
|
// first apply sceneobject update to the kinematic
|
||
|
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, fLastGlobalLoc, .0001f))
|
||
|
{
|
||
|
ISetKinematicLoc(l2w);
|
||
|
}
|
||
|
}
|
||
|
// then jump out
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!fEnable)
|
||
|
return;
|
||
|
|
||
|
bool gotGroundHit = fGroundHit;
|
||
|
fGroundHit = false;
|
||
|
|
||
|
fPushingPhysical = nil;
|
||
|
fFacingPushingPhysical = 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, fLastGlobalLoc, .0001f))
|
||
|
ISetGlobalLoc(l2w);
|
||
|
|
||
|
// Convert our avatar relative velocity to subworld relative
|
||
|
if (!fLinearVelocity.IsEmpty())
|
||
|
{
|
||
|
fLinearVelocity = l2w * fLinearVelocity;
|
||
|
|
||
|
const plCoordinateInterface* subworldCI = GetSubworldCI();
|
||
|
if (subworldCI)
|
||
|
fLinearVelocity = subworldCI->GetWorldToLocal() * fLinearVelocity;
|
||
|
}
|
||
|
|
||
|
// Add in gravity if the avatar's z velocity isn't being set explicitly
|
||
|
// (Add in a little fudge factor, since the animations usually add a
|
||
|
// tiny bit of z.)
|
||
|
if (hsABS(fLinearVelocity.fZ) < 0.001f)
|
||
|
{
|
||
|
static const float kGravity = -32.f;
|
||
|
|
||
|
// Get our previous z velocity. If we're on the ground, clamp it to zero at
|
||
|
// the largest, so we won't launch into the air if we're running uphill.
|
||
|
hsScalar prevZVel = fAchievedLinearVelocity.fZ;
|
||
|
if (IsOnGround())
|
||
|
prevZVel = hsMinimum(prevZVel, 0.f);
|
||
|
|
||
|
hsScalar grav = kGravity * delSecs;
|
||
|
|
||
|
// If our gravity contribution isn't high enough this frame, we won't
|
||
|
// report a collision even when standing on solid ground.
|
||
|
hsScalar maxGrav = -.001f / delSecs;
|
||
|
if (grav > maxGrav)
|
||
|
grav = maxGrav;
|
||
|
|
||
|
fLinearVelocity.fZ = prevZVel + grav;
|
||
|
|
||
|
// Technically this is nonsensical and wrong, capping our velocity to
|
||
|
// an accelleration constant. But no one seems to really mind.
|
||
|
if (fLinearVelocity.fZ < kGravity)
|
||
|
fLinearVelocity.fZ = kGravity;
|
||
|
}
|
||
|
|
||
|
// If we're airborne and the velocity isn't set, use the velocity from
|
||
|
// the last frame so we maintain momentum.
|
||
|
if (!IsOnGround() && fLinearVelocity.fX == 0.f && fLinearVelocity.fY == 0.f)
|
||
|
{
|
||
|
fLinearVelocity.fX = fAchievedLinearVelocity.fX;
|
||
|
fLinearVelocity.fY = fAchievedLinearVelocity.fY;
|
||
|
}
|
||
|
|
||
|
if (!IsOnGround() || IsOnFalseGround())
|
||
|
{
|
||
|
// We're not on solid ground, so we should be sliding against whatever
|
||
|
// we're hitting (like a rock cliff). Each vector in fSlidingNormals is
|
||
|
// the surface normal of a collision that's too steep to be ground, so
|
||
|
// we project our current velocity onto that plane and slide along the
|
||
|
// wall.
|
||
|
//
|
||
|
// Also, sometimes PhysX reports a bunch of collisions from the wall,
|
||
|
// but nothing from underneath (when there should be). So if we're not
|
||
|
// touching ground, we offset the avatar in the direction of the
|
||
|
// surface normal(s). This doesn't fix the issue 100%, but it's a hell
|
||
|
// of a lot better than nothing, and suitable duct tape until a future
|
||
|
// PhysX revision fixes the issue.
|
||
|
//
|
||
|
// Yes, there's room for optimization here if we care.
|
||
|
hsVector3 offset(0.f, 0.f, 0.f);
|
||
|
for (i = 0; i < fSlidingNormals.GetCount(); i++)
|
||
|
{
|
||
|
offset += fSlidingNormals[i];
|
||
|
|
||
|
hsVector3 velNorm = fLinearVelocity;
|
||
|
if (velNorm.MagnitudeSquared() > 0)
|
||
|
velNorm.Normalize();
|
||
|
|
||
|
if (velNorm * fSlidingNormals[i] < 0)
|
||
|
{
|
||
|
hsVector3 proj = (velNorm % fSlidingNormals[i]) % fSlidingNormals[i];
|
||
|
if (velNorm * proj < 0)
|
||
|
proj *= -1.f;
|
||
|
|
||
|
fLinearVelocity = fLinearVelocity.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();
|
||
|
fLinearVelocity += offset * 5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Scale the velocity to our actual step size (by default it's feet/sec)
|
||
|
NxVec3 vel(fLinearVelocity.fX * delSecs, fLinearVelocity.fY * delSecs, fLinearVelocity.fZ * delSecs);
|
||
|
NxU32 colFlags = 0;
|
||
|
|
||
|
fGroundHit = false;
|
||
|
fFalseGround = false;
|
||
|
fSlidingNormals.Swap(fPrevSlidingNormals);
|
||
|
fSlidingNormals.SetCount(0);
|
||
|
|
||
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
||
|
fDbgCollisionInfo.SetCount(0);
|
||
|
#endif // PLASMA_EXTERNAL_RELEASE
|
||
|
|
||
|
fController->move(vel, collideFlags, 0.0001, colFlags);
|
||
|
|
||
|
|
||
|
ICheckForFalseGround();
|
||
|
/*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&NXCC_COLLISION_DOWN )==NXCC_COLLISION_DOWN )&&(fGroundHit==false))
|
||
|
{
|
||
|
fFalseGround=true;
|
||
|
}
|
||
|
/*
|
||
|
The top sphere half was hit, but the ControllerHit Report doesn't know
|
||
|
In IUpdate fHitHead will be used to keep from gaining unrealistic velocity in the x&y Direction
|
||
|
*/
|
||
|
if(colFlags&NXCC_COLLISION_UP)
|
||
|
{
|
||
|
fHitHead=true;
|
||
|
}
|
||
|
|
||
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
||
|
if (fDebugDisplay)
|
||
|
IDrawDebugDisplay();
|
||
|
#endif // PLASMA_EXTERNAL_RELEASE
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::ISendUpdates(hsScalar delSecs)
|
||
|
{
|
||
|
if (!fEnable || fKinematic)
|
||
|
{
|
||
|
// When we're in non-phys or a behavior we can't go through the rest of the function
|
||
|
// so we need to get out early, but we need to update the current position if we're
|
||
|
// in a subworld.
|
||
|
|
||
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
||
|
const plCoordinateInterface* ci = GetSubworldCI();
|
||
|
if (ci && so)
|
||
|
{
|
||
|
const hsMatrix44& soL2W = so->GetCoordinateInterface()->GetLocalToWorld();
|
||
|
const hsMatrix44& ciL2W = ci->GetLocalToWorld();
|
||
|
|
||
|
hsMatrix44 l2w = fPrevSubworldW2L * soL2W;
|
||
|
l2w = ciL2W * l2w;
|
||
|
|
||
|
hsMatrix44 w2l;
|
||
|
l2w.GetInverse(&w2l);
|
||
|
|
||
|
((plCoordinateInterface*)so->GetCoordinateInterface())->SetTransform(l2w, w2l);
|
||
|
((plCoordinateInterface*)so->GetCoordinateInterface())->FlushTransform();
|
||
|
|
||
|
ISetGlobalLoc(l2w);
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// PhysX loves to cache stuff. However, it doesn't like to update it (see
|
||
|
// the RebuildCache crap above). Say the avatar is disabled and sitting at
|
||
|
// point 0,0,0. We warp him to some other position and enable him. If you
|
||
|
// do the enable before the sim step is done, regardless of whether you move
|
||
|
// him first, he will send out a penetration with any detector at 0,0,0. As
|
||
|
// far as I can tell there's no way around this, and I tried a lot of things.
|
||
|
// The only solution I found is to move the avatar, run the sim step, then
|
||
|
// enable him. This means he won't trigger any detectors at his new position
|
||
|
// until the next frame, but hopefully that won't be too noticeable.
|
||
|
if (fEnableChanged)
|
||
|
{
|
||
|
fEnableChanged = false;
|
||
|
fController->setCollision(fEnable);
|
||
|
#ifdef USE_PHYSX_CONVEXHULL_WORKAROUND
|
||
|
// PHYSX FIXME - after re-enabling check to see if we are inside any convex hull detector regions
|
||
|
hsPoint3 pos;
|
||
|
IGetPositionSim(pos);
|
||
|
plSimulationMgr::GetInstance()->UpdateDetectorsInScene(fWorldKey,GetOwner(),pos,fEnable);
|
||
|
#endif // USE_PHYSX_CONVEXHULL_WORKAROUND
|
||
|
//IInformDetectors(true);
|
||
|
}
|
||
|
if (fKinematicChanged)
|
||
|
{
|
||
|
fKinematicChanged = false;
|
||
|
fController->setCollision(true);
|
||
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED
|
||
|
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
|
||
|
#endif // PHYSX_KINEMATIC_IS_DISABLED
|
||
|
}
|
||
|
if (fKinematicEnableNextUpdate)
|
||
|
{
|
||
|
fKinematicActor->clearActorFlag(NX_AF_DISABLE_COLLISION);
|
||
|
fKinematicEnableNextUpdate = false;
|
||
|
}
|
||
|
|
||
|
if (!fGroundHit && !fFalseGround)
|
||
|
fTimeInAir += delSecs;
|
||
|
else
|
||
|
fTimeInAir = 0.f;
|
||
|
|
||
|
plSceneObject* so = plSceneObject::ConvertNoRef(fOwner->ObjectIsLoaded());
|
||
|
if (so)
|
||
|
{
|
||
|
// Get the current position of the physical
|
||
|
hsPoint3 curLocalPos;
|
||
|
IGetPositionSim(curLocalPos);
|
||
|
IMoveKinematicToController(curLocalPos);
|
||
|
|
||
|
{
|
||
|
const hsMatrix44& w2l = so->GetCoordinateInterface()->GetLocalToWorld();
|
||
|
fAchievedLinearVelocity = hsVector3(curLocalPos - fLocalPosition);
|
||
|
fAchievedLinearVelocity /= 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
|
||
|
*/
|
||
|
bool headhit=fHitHead;
|
||
|
fHitHead=false;
|
||
|
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
|
||
|
hsScalar headFriction=0.0;
|
||
|
fAchievedLinearVelocity.fX=(1.0-headFriction)*fLinearVelocity.fX;
|
||
|
fAchievedLinearVelocity.fY=(1.0-headFriction)*fLinearVelocity.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(fAchievedLinearVelocity.fZ>0.0)
|
||
|
{
|
||
|
fAchievedLinearVelocity.fZ=0.0;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Apply angular velocity
|
||
|
if (fAngularVelocity != 0.f)
|
||
|
{
|
||
|
hsScalar angle;
|
||
|
hsVector3 axis;
|
||
|
fLocalRotation.NormalizeIfNeeded();
|
||
|
fLocalRotation.GetAngleAxis(&angle, &axis);
|
||
|
|
||
|
// adjust it (quaternions are weird...)
|
||
|
if (axis.fZ < 0)
|
||
|
angle = (2*hsScalarPI) - angle; // axis is backwards, so reverse the angle too
|
||
|
|
||
|
angle += fAngularVelocity * delSecs;
|
||
|
|
||
|
// make sure we wrap around
|
||
|
if (angle < 0)
|
||
|
angle = (2*hsScalarPI) + angle; // angle is -, so this works like a subtract
|
||
|
if (angle >= (2*hsScalarPI))
|
||
|
angle = angle - (2*hsScalarPI);
|
||
|
|
||
|
// and set the new angle
|
||
|
fLocalRotation.SetAngleAxis(angle, hsVector3(0,0,1));
|
||
|
}
|
||
|
|
||
|
// 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.
|
||
|
// if (curLocalPos != fLocalPosition || fAngularVelocity != 0.f)
|
||
|
{
|
||
|
fLocalPosition = curLocalPos;
|
||
|
|
||
|
// Apply rotation and translation
|
||
|
fLocalRotation.MakeMatrix(&fLastGlobalLoc);
|
||
|
fLastGlobalLoc.SetTranslate(&fLocalPosition);
|
||
|
|
||
|
// Localize to global coords if in a subworld
|
||
|
const plCoordinateInterface* ci = GetSubworldCI();
|
||
|
if (ci)
|
||
|
{
|
||
|
const hsMatrix44& l2w = ci->GetLocalToWorld();
|
||
|
fLastGlobalLoc = l2w * fLastGlobalLoc;
|
||
|
}
|
||
|
|
||
|
plCorrectionMsg* corrMsg = TRACKED_NEW plCorrectionMsg;
|
||
|
corrMsg->fLocalToWorld = fLastGlobalLoc;
|
||
|
corrMsg->fLocalToWorld.GetInverse(&corrMsg->fWorldToLocal);
|
||
|
corrMsg->fDirtySynch = true;
|
||
|
|
||
|
hsMatrix44 w2l;
|
||
|
fLastGlobalLoc.GetInverse(&w2l);
|
||
|
//if (fProxyGen)
|
||
|
// fProxyGen->SetTransform(fLastGlobalLoc, w2l);
|
||
|
|
||
|
// Send the new position to the plArmatureMod and the scene object
|
||
|
const plArmatureMod* armMod = plArmatureMod::ConvertNoRef(so->GetModifierByType(plArmatureMod::Index()));
|
||
|
if (armMod)
|
||
|
corrMsg->AddReceiver(armMod->GetKey());
|
||
|
corrMsg->AddReceiver(fOwner);
|
||
|
|
||
|
corrMsg->Send();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fLinearVelocity.Set(0, 0, 0);
|
||
|
fAngularVelocity = 0;
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::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 hsScalar threshold = hsScalarDegToRad(240);
|
||
|
int numContacts = fSlidingNormals.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<hsScalar> fCollisionAngles;
|
||
|
fCollisionAngles.SetCount(numContacts);
|
||
|
int angleIdx = 0;
|
||
|
for (i = 0; i < fSlidingNormals.GetCount(); i++, angleIdx++)
|
||
|
{
|
||
|
fCollisionAngles[angleIdx] = hsATan2(fSlidingNormals[i].fY, fSlidingNormals[i].fX);
|
||
|
}
|
||
|
for (i = 0; i < fPrevSlidingNormals.GetCount(); i++, angleIdx++)
|
||
|
{
|
||
|
fCollisionAngles[angleIdx] = hsATan2(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])
|
||
|
{
|
||
|
hsScalar 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 * hsScalarPI)))
|
||
|
fFalseGround = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::ICreateController()
|
||
|
{
|
||
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
||
|
|
||
|
NxCapsuleControllerDesc desc;
|
||
|
desc.position.x = 0;
|
||
|
desc.position.y = 0;
|
||
|
desc.position.z = 0;
|
||
|
desc.upDirection = NX_Z;
|
||
|
desc.slopeLimit = kSLOPELIMIT;
|
||
|
desc.skinWidth = kPhysxSkinWidth;
|
||
|
desc.stepOffset = STEP_OFFSET;
|
||
|
desc.callback = &gMyReport;
|
||
|
desc.userData = this;
|
||
|
desc.radius = fRadius;
|
||
|
desc.height = fHeight;
|
||
|
desc.interactionFlag = NXIF_INTERACTION_EXCLUDE;
|
||
|
//desc.interactionFlag = NXIF_INTERACTION_INCLUDE;
|
||
|
fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc);
|
||
|
|
||
|
// Change the avatars shape groups. The avatar doesn't actually use these when
|
||
|
// it's determining collision, but if you're standing still and an object runs
|
||
|
// into you, it'll pass through without this.
|
||
|
NxActor* actor = fController->getActor();
|
||
|
NxShape* shape = actor->getShapes()[0];
|
||
|
shape->setGroup(plSimDefs::kGroupAvatar);
|
||
|
|
||
|
// need to create the non-bouncing object that can be used to trigger things while the avatar is doing behaviors.
|
||
|
NxActorDesc actorDesc;
|
||
|
NxCapsuleShapeDesc capDesc;
|
||
|
capDesc.radius = fRadius;
|
||
|
capDesc.height = fHeight;
|
||
|
capDesc.group = plSimDefs::kGroupAvatar;
|
||
|
actorDesc.shapes.pushBack(&capDesc);
|
||
|
NxBodyDesc bodyDesc;
|
||
|
bodyDesc.mass = 1.f;
|
||
|
actorDesc.body = &bodyDesc;
|
||
|
bodyDesc.flags |= NX_BF_KINEMATIC;
|
||
|
actorDesc.name = "AvatarTriggerKinematicGuy";
|
||
|
fSeeking=false;
|
||
|
try
|
||
|
{
|
||
|
fKinematicActor = scene->createActor(actorDesc);
|
||
|
} catch (...)
|
||
|
{
|
||
|
hsAssert(false, "Actor creation crashed");
|
||
|
}
|
||
|
#ifdef PHYSX_KINEMATIC_IS_DISABLED
|
||
|
// initially start as in-active
|
||
|
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
|
||
|
#endif
|
||
|
// set the matrix to be the same as the controller's actor... that should orient it to be the same
|
||
|
fKinematicActor->setGlobalPose(actor->getGlobalPose());
|
||
|
|
||
|
// the proxy for the debug display
|
||
|
//hsAssert(!fProxyGen, "Already have proxy gen, double read?");
|
||
|
|
||
|
hsColorRGBA physColor;
|
||
|
hsScalar opac = 1.0f;
|
||
|
|
||
|
// local avatar is light purple and transparent
|
||
|
physColor.Set(.2f, .1f, .2f, 1.f);
|
||
|
opac = 0.8f;
|
||
|
|
||
|
// the avatar proxy doesn't seem to work... not sure why?
|
||
|
fProxyGen = TRACKED_NEW plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac);
|
||
|
fProxyGen->Init(this);
|
||
|
}
|
||
|
|
||
|
void plPXPhysicalController::IDeleteController()
|
||
|
{
|
||
|
if (fController)
|
||
|
{
|
||
|
gControllerMgr.releaseController(*fController);
|
||
|
fController = nil;
|
||
|
|
||
|
if (fKinematicActor)
|
||
|
{
|
||
|
NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
|
||
|
scene->releaseActor(*fKinematicActor);
|
||
|
fKinematicActor = nil;
|
||
|
}
|
||
|
plSimulationMgr::GetInstance()->ReleaseScene(fWorldKey);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#include "../plSurface/hsGMaterial.h"
|
||
|
#include "../plSurface/plLayerInterface.h"
|
||
|
|
||
|
// Make a visible object that can be viewed by users for debugging purposes.
|
||
|
plDrawableSpans* plPXPhysicalController::CreateProxy(hsGMaterial* mat, hsTArray<UInt32>& idx, plDrawableSpans* addTo)
|
||
|
{
|
||
|
plDrawableSpans* myDraw = addTo;
|
||
|
|
||
|
hsBool 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)
|
||
|
{
|
||
|
hsBool blended = ((mat->GetLayer(0)->GetBlendFlags() & hsGMatState::kBlendMask));
|
||
|
|
||
|
myDraw = plDrawableGenerator::GenerateConicalDrawable(fRadius*10, fHeight*10,
|
||
|
mat, so->GetLocalToWorld(), blended,
|
||
|
nil, &idx, myDraw);
|
||
|
}
|
||
|
*/
|
||
|
return myDraw;
|
||
|
}
|
||
|
|
||
|
#ifndef PLASMA_EXTERNAL_RELEASE
|
||
|
#include "../plPipeline/plDebugText.h"
|
||
|
|
||
|
void plPXPhysicalController::IDrawDebugDisplay()
|
||
|
{
|
||
|
plDebugText &debugTxt = plDebugText::Instance();
|
||
|
char strBuf[ 2048 ];
|
||
|
int lineHeight = debugTxt.GetFontSize() + 4;
|
||
|
UInt32 scrnWidth, scrnHeight;
|
||
|
|
||
|
debugTxt.GetScreenSize( &scrnWidth, &scrnHeight );
|
||
|
int y = 10;
|
||
|
int x = 10;
|
||
|
|
||
|
sprintf(strBuf, "Controller Count: %d", gControllers.size());
|
||
|
debugTxt.DrawString(x, y, strBuf);
|
||
|
y += lineHeight;
|
||
|
|
||
|
debugTxt.DrawString(x, y, "Avatar Collisions:");
|
||
|
y += lineHeight;
|
||
|
|
||
|
int i;
|
||
|
for (i = 0; i < fDbgCollisionInfo.GetCount(); i++)
|
||
|
{
|
||
|
hsVector3 normal = fDbgCollisionInfo[i].fNormal;
|
||
|
char *overlapStr = fDbgCollisionInfo[i].fOverlap ? "yes" : "no";
|
||
|
hsScalar angle = hsScalarRadToDeg(hsACosine(normal * hsVector3(0, 0, 1)));
|
||
|
sprintf(strBuf, " Obj: %s, Normal: (%.2f, %.2f, %.2f), Angle(%.1f), Overlap(%3s)",
|
||
|
fDbgCollisionInfo[i].fSO->GetKeyName(),
|
||
|
normal.fX, normal.fY, normal.fZ, angle, overlapStr);
|
||
|
debugTxt.DrawString(x, y, strBuf);
|
||
|
y += lineHeight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif PLASMA_EXTERNAL_RELEASE
|