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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 "plSimulationInterface.h"
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#include "plgDispatch.h"
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#include "plPhysical.h"
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#include "hsBounds.h"
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#include "hsStream.h"
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#include "hsResMgr.h"
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#include "plSceneObject.h"
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#include "pnMessage/plEnableMsg.h"
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#include "pnMessage/plIntRefMsg.h"
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#include "pnMessage/plWarpMsg.h"
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#include "pnMessage/plSimulationSynchMsg.h"
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#include "pnMessage/plSimulationMsg.h"
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#include "pnMessage/plNodeRefMsg.h"
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#include "pnKeyedObject/plKey.h"
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plSimulationInterface::plSimulationInterface() : fPhysical(nil)
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{
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}
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plSimulationInterface::~plSimulationInterface()
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{
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}
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void plSimulationInterface::ISetSceneNode(plKey newNode)
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{
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if (fPhysical)
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fPhysical->SetSceneNode(newNode);
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}
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void plSimulationInterface::SetProperty(int prop, hsBool on)
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{
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plObjInterface::SetProperty(prop, on); // set the property locally
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if (fPhysical)
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fPhysical->SetProperty(prop, on ? true : false);
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}
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void plSimulationInterface::SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l)
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{
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if (fPhysical)
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fPhysical->SetTransform(l2w, w2l);
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}
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void plSimulationInterface::ClearLinearVelocity()
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{
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if (fPhysical)
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fPhysical->ClearLinearVelocity();
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}
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void plSimulationInterface::Read(hsStream* s, hsResMgr* mgr)
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{
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plObjInterface::Read(s, mgr);
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// fProps is already read by plObjInterface, but we'll do it again here to
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// avoid breaking the format
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fProps.Read(s);
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// Also unnecessary
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int poop = s->ReadLE32();
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plIntRefMsg* refMsg = TRACKED_NEW plIntRefMsg(GetKey(), plRefMsg::kOnCreate, 0, plIntRefMsg::kPhysical, 0);
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mgr->ReadKeyNotifyMe(s, refMsg, plRefFlags::kActiveRef);
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}
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void plSimulationInterface::Write(hsStream* s, hsResMgr* mgr)
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{
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plObjInterface::Write(s, mgr);
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// Legacy crap
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fProps.Write(s);
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s->WriteLE32(0);
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mgr->WriteKey(s, fPhysical);
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}
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void plSimulationInterface::ReleaseData()
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{
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plPhysical *physical = fPhysical;
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if (physical)
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{
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// To get rid of our data, we need to release our active ref and tell the SceneNode
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// to dump it. It will autodestruct after those two active refs are released, unless
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// someone else has a ref on it as well (in which case we don't want to be nuking it
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// anyway).
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if (physical->GetSceneNode())
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{
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plKey nodeKey = physical->GetSceneNode();
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nodeKey->Release(physical->GetKey());
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}
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GetKey()->Release(physical->GetKey());
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}
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}
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hsBool plSimulationInterface::MsgReceive(plMessage* msg)
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{
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plIntRefMsg* intRefMsg = plIntRefMsg::ConvertNoRef(msg);
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if (intRefMsg)
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{
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switch (intRefMsg->fType)
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{
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case plIntRefMsg::kPhysical:
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if (intRefMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove))
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{
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plPhysical* phys = plPhysical::ConvertNoRef(intRefMsg->GetRef());
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// *** for some reason, we sometimes get a null pointer here
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// *** if we do, we're just going to ignore it for now
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if (phys)
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{
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hsAssert(phys == fPhysical, "Removing Physical I don't have");
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fPhysical = nil;
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}
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}
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else
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{
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fPhysical = plPhysical::ConvertNoRef(intRefMsg->GetRef());
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}
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return true;
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}
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}
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plEnableMsg* pEnableMsg = plEnableMsg::ConvertNoRef(msg);
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if (pEnableMsg)
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{
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SetProperty(kDisable, pEnableMsg->Cmd(kDisable));
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SetProperty(kPinned, pEnableMsg->Cmd(kDisable));
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return true;
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}
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plWarpMsg* pWarpMsg = plWarpMsg::ConvertNoRef(msg);
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if (pWarpMsg)
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{
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if (fPhysical)
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{
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hsMatrix44 l2w = pWarpMsg->GetTransform();
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hsMatrix44 inv;
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l2w.GetInverse(&inv);
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SetTransform(l2w, inv);
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if (pWarpMsg->GetWarpFlags() & plWarpMsg::kZeroVelocity)
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{
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ClearLinearVelocity();
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}
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}
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}
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plSimulationMsg* pSimMsg = plSimulationMsg::ConvertNoRef(msg);
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if (pSimMsg)
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{
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if (fPhysical)
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fPhysical->MsgReceive(pSimMsg);
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}
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return plObjInterface::MsgReceive(msg);
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}
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// Export only. Use messages for runtime.
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void plSimulationInterface::SetPhysical(plPhysical* ph)
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{
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fPhysical = ph;
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}
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plPhysical* plSimulationInterface::GetPhysical() const
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{
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return fPhysical;
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}
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